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exposure to specific media. The current mindset about learning, teaching, and education is dominated by a view in which teaching is often fitted "into a mold in which a single, presumably omniscient teacher explicitly tells or shows presumably unknowing learners something they presumably know nothing about". A critical challenge is a reformulation and reconceptualization of this impoverished and misleading conception. Learning should not take place in a separate phase and in a separate place, but should be integrated into people's lives allowing them to construct solutions to their own problems. As they experience breakdowns in doing so, they should be able to learn on demand by gaining access to directly relevant information. The direct usefulness of new knowledge for actual problem situations greatly improves the motivation to learn the new material because the time and effort invested in learning are immediately worthwhile for the task at hand â not merely for some putative long-term gain. In order to create active contributor mindsets serving as the foundation of participatory cultures, learning cannot be restricted to finding knowledge that is "out there". Rather than serving as the "reproductive organ of a consumer society" educational institutions must cultivate the development of an active contributor mindset by creating habits, tools and skills that help people become empowered and willing to actively contribute to the design of their lives and communities. Beyond supporting contributions from individual designers, educational institutions need to build a culture and mindset of sharing, supported by effective technologies and sustained by personal motivation to occasionally work for the benefit of groups and communities. This includes finding ways for people to see work done for the benefits of others being "on-task", rather than as extra work for which there is no recognition and no reward.
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empower humans to be active contributors in personally meaningful activities. The drawback of such cultures is that they may force humans to cope with the burden of being an active contributor in personally irrelevant activities. This trade-off can be illustrated with the potential and drawbacks of "Do-It-Yourself
Societies": starting with self-service restaurants and self-service gas stations a few decades ago, and this trend has been greatly accelerated over the last 10 years. Through modern tools (including electronic commerce supported by the Web), humans are empowered to do many tasks themselves that were done previously by skilled domain workers serving as agents and intermediaries. While this shift provides power, freedom, and control to customers (e.g., banking can be done at any time of the day with ATMs, and from any location with the Web), it has led also to some less desirable consequences. People may consider some of these tasks not very meaningful personally and therefore would be more than content with a consumer role. Aside from simple tasks that require a small or no learning effort, customers lack the experience the professionals have acquired and maintained through daily use of systems, and the broad background knowledge to do these tasks efficiently and effectively. The tools used to do these tasks â banking, travel reservations, buying airline tickets, checking out groceries at the supermarket â are core technologies for the professionals, but occasional technologies for the customers. This will put a new, substantial burden on customers rather than having skilled domain workers doing these tasks.
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interaction design should seek to bring about political emancipation⌠it should also force designers to question their own position to assert what an "improved society" is and how to achieve it". The current interactions and interfaces of participatory culture fails to "challenge the hegemonic dominance, legitimacy and appropriateness of positivist epistemologies; theorize from the margins; and problematize gender". Men typically are more involved in the technology industry as "relatively fewer women work in the industry that designs technology now... only in the areas of HCI/usability is the gender balance of workforce anything like equal". Since technology and design is at the crux of the creation of participatory culture "much can â and should â be said about who does what, and it is fair to raise the question of whether an industry of men can design for women". "Although the members of the group are not directly teaching or perhaps even indicating the object of⌠representation, their activities inevitably lead to the exposure of the other individual to that object and this leads to that individual acquiring the same narrow⌠representations as the other group members have. Social learning of this type (another, similar process is known as
427:, therefore, as a community collaboration that participants can access in order to share "content, contributions, and tasks throughout the networked community" (p. 14). This is similar to how Knowledge allows users to write, edit, and ultimately use content. Producers are active participants who are empowered by their participation as network builders. Bruns (2008) describes the empowerment for users as different from the typical "top-down mediated spaces of the traditional mediaspheres" (p. 14). Produsage occurs when the users are the producers and vice versa, essentially eliminating the need for these "top-down" interventions. The collaboration of each participant is based on a principle of inclusivity; each member contributes valuable information for another user to use, add to, or change. In a community of learners, collaboration through produsage can provide access to content for every participant, not just those with some kind of authority. Every participant has authority.
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restricted to schedules and locations: for example, the progression of movies from theaters to private home viewing, to now the smartphone that can be watched anytime and anywhere. The smartphone also enhances the participatory culture by increased levels of interactivity. Instead of merely watching, users are actively involved in making decisions, navigating pages, contributing their own content and choosing what links to follow. This goes beyond the "keyboard" level of interactivity, where a person presses a key and the expected letter appears, and becomes rather a dynamic activity with continually new options and changing setting, without a set formula to follow. The consumer role shifts from a passive receiver to an active contributor. The smartphone epitomizes this by the endless choices and ways to get personally involved with multiple media at the same time, in a nonlinear way.
529:) has been shown to lead to relatively stable social transmission of behavior over time". Local enhancement is the driving mechanism that influences the audience to embody and recreate the messages produced in media. Statistically, men are actively engaging in the production of these problematic representations, whereas, women are not contributing to the portrayal of women experiences because of local enhancement that takes place on the web. There is no exact number to determine the precise percentage for female users; in 2011 there were numerous surveys that slightly fluctuate in numbers, but none seem to surpass 15 percent. This shows a large disparity of online users in regards to gender when looking at Knowledge content. Bias arises as the content presented in Knowledge seems to be more male oriented.
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move on to the next thing. Jenkins takes a stand against the stereotypical portrayal of fans as obsessive nerds who are out of touch with reality. He demonstrates that fans are pro-active constructors of an alternative culture using elements "poached" and reworked from the mass media. Specifically, fans use what they have poached to become producers themselves, creating new cultural materials in a variety of analytical and creative formats from "meta" essays to fanfiction, comics, music, and more. In this way, fans become active participants in the construction and circulation of textual meanings. Fans usually interact with each other through fan groups, fanzines, social events, and even in the case of
Trekkers (fans of Star Trek) interact with each other through annual conferences.
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that showed the connection between
Facebook messages among friends and how these messages have influenced political expression, voting, and information seeking in the 2012 United States presidential election. Social media mobilizes people easily and effectively, and does the same for the circulation of information. These can accomplish political goals such as gaining support for legislation, but social media can also greatly influence elections. The impact social media can have on elections was shown in the 2016 United States presidential election, hundreds of fake news stories about candidates were shared on Facebook tens of millions of times. Some people do not recognize fake news and vote based on false information.
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connectivity.(Current legislation to block access to social networking software in schools and public libraries will further widen the participation gap.) The school system's inability to close this participation gap has negative consequences for everyone involved. On the one hand, those youth who are most advanced in media literacies are often stripped of their technologies and robbed of their best techniques for learning in an effort to ensure a uniform experience for all in the classroom. On the other hand, many youth who have had no exposure to these new kinds of participatory cultures outside school find themselves struggling to keep up with their peers. (Jenkins et al. pg. 15)
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more positive attitudes towards computers, show more enthusiasm, and report more enthusiast and ease when using computer than those who do not (Page 8 Wartella, O'Keefe, and
Scantlin (2000)). As the children with more access to computers gain more comfort in using them, the less tech-savvy students get pushed aside. It is more than a simple binary at work here, as working-class youths may still have access so some technologies (e.g. gaming consoles) while other forms remain unattainable. This inequality would allow certain skills to develop in some children, such as play, while others remain unavailable, such as the ability to produce and distribute self-created media.
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at a disadvantage. This divide between users of new media and those who are unable to access these technologies is also referred to as the digital divide. It leaves low-income families and children at a severe disadvantage that affects them in the present as well as the future. Students for example are largely affected because without access to the
Internet or a computer they are unable to do homework and projects and will moreover be unsuccessful in school. These poor grades can lead to frustration with academia and furthermore may lead to delinquent behavior, low income jobs, decreased chanced of pursuing higher educations, and poor job skills.
420:' idea of "prosumer," Miller argues "With the advent of convergent new media and the plethora of choice in sources for information, as well as the increased capacity for individuals to produce content themselves, this shift away from producer hegemony to audience or consumer power would seem to have accelerated, thus eroding the producer-consumer distinction" (p. 87). "Prosumer" is the ending result of a strategy that has been increasingly used which encourages feedback between producers and consumers (prosumers), "which allows for more consumer influence over the production of goods."
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teachers to enhance learning environments and allow them to access a plethora of information, it also presents many problems. The participation gap leaves many schools as well as its teachers and students at a disadvantage as they struggle to utilize current technology in their curriculum. Many schools do not have to funding to invest in computers or new technologies for their academic programs. They are unable to afford computers, cameras, and interactive learning tools, which prevents students from accessing the tools that other, wealthier schools have.
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trolling. Reddit has a platform where any users in the community can post without restrictions or barriers, regardless of whether it's positive or negative. This has the potential for backlash against Reddit, as it doesn't restrict content that could be considered offensive or pejorative, and can reflect negatively on the community as a whole. On the other hand, Reddit would likely face similar backlash for restricting what others would consider their right to free speech, although free speech only pertains to government backlash and not private companies.
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theories and speculation, while others create ânewâ material outside of the confines of the original content. Fans expand on the original story, putting the characters falling in love within the series through different adventures and sexualities. These communities are composed of audiences and readers from around the world, at different ages, with different backgrounds, coming together to develop theories and possibilities about current TV shows, books and films, or expand and continue the stories of TV shows, books, and movies that have come to a close.
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the original development of a system to allow users become co-designers and co-developers. It is grounded in the basic assumption that future uses and problems cannot be completely anticipated at design time, when a system is developed. Users, at use time, will discover mismatches between their needs and the support that an existing system can provide for them. These mismatches will lead to breakdowns that serve as potential sources of new insights, new knowledge, and new understanding. Meta-design supports participatory cultures as follows:
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be created. This may manifest as memes, fanfiction, or other forms of mash-ups. When individuals and groups work together on a particular form of media or media product, like a wiki, then they engage in collaborative problem solving. Finally, circulation refers to the means through which the communication may be spread. This could include blogs, vlogs, podcasts, and even some forms of social media. Some of the most popular apps that involve participation include: Facebook, Snapchat, Instagram, Tinder, LinkedIn, Twitter, and TikTok.
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currently devote more attention to the development of new media literacies, or, a set of cultural competencies and social skills that young people need in the new media landscape. Participatory culture shifts this literacy from the individual level to community involvement. Networking and collaboration develop social skills that are vital to the new literacies. Although new, these skills build on an existing foundation of traditional literacy, research skills, technical skills, and critical analysis skills taught in the classroom.
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just so many different social media platforms to participate in and contribute to. These happen to be some of the leaders in the social media industry, and are the reason people are able to have such an advantage to participate in media creation. Today, millions of people across the world have the ability to post, quote, film, or create whatever they want. With the aid of these platforms, the ability to reach a global audience has never been easier.
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internet in participatory situations is biased because of the overrepresentation of male generated information, and the ideologies created by the male presence in media, thus creates a submissive role for the female user, as they unconsciously accept patriarchal ideologies as reality. With males in the dominant positions "media industries ⌠existing technologies to break up and reformulate media texts for reasons of their own".
152:) have enabled private persons to create and publish such media, usually through the Internet. Since technology now enables new forms of expression and engagement in public discourse, participatory culture not only supports individual creation but also informal relationships that pair novices with experts. This new culture, as it relates to the Internet, has been described as
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teaching children how to navigate the information available on new media technologies is very important as there is so much content available on the internet these days. For beginners this can be overwhelming and teaching kids as well as adults how to access what is pertinent, reliable and viable information will help them improve how they utilize media technologies.
672:, the concern with providing access to technology for all learners. The movement to break down the digital divide has included efforts to bring computers into classrooms, libraries, and other public places. These efforts have been largely successful, but as Jenkins et al. argue, the concern is now with the quality access to available technologies. They explain:
591:, which each leverage shared cultural interests to connect and organize members towards explicit political goals. These groups run campaigns by informing, connecting, and eventually organizing their members through new media platforms. Neta Kligler-Vilenchik identified three mechanisms used to translate cultural interests into political outcomes:
546:. According to media scholar Henry Jenkins, one result of the emergence of participatory cultures is an increase in the number of media resources available, giving rise to increased competition between media outlets. Producers of media are forced to pay more attention to the needs of consumers who can turn to other sources for information.
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do is based online, from banking to shopping to homework and ordering food, we spend all of our time doing everyday tasks online. For those who are unable to access these things, they are automatically put at a severe disadvantage. They cannot participate in activities that their peers do and may suffer both academically and socially.
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learners who wanted to become journalists would generally engage in a formal apprenticeship through journalism classes and work on a high school newspaper. This work would be guided by a teacher who was an expert in the rules and norms of journalism and who would confer that knowledge to student-apprentices. With increasing access to
638:âHow to Get Featured on YouTube,â is one such example, in that his library consists solely of videos on how to get featured, and nothing else. YouTube offers the younger generation the opportunity to test out their content, while gaining feedback via likes, dislikes, and comments to find out where they need to improve.
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face of increased participation, the traditional hierarchies will not disappear, but "Community, collaboration, and self-organization" can become the foundation of corporations as powerful alternatives. Although there may be no real hierarchy evident in many collaborative websites, their ability to form large pools of
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Facebook and its ownership and rights of user's content has been a hot button issue over the past few years. It is disconcerting to a lot of people to find out that their content they have posted to a particular website is no longer under their control, but may be retained and used by the website in the future.
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culture as formulated by Henry
Jenkins and Axel Bruns who both focus most prominently on explicit participation (p. 44). Considering implicit participation allows therefore for a more accurate analysis of the role technology in co-shaping user interactions and user generated content (pp. 51â52).
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Cultures are substantially defined by their media and their tools for thinking, working, learning, and collaborating. Unfortunately a large number of new media are designed to see humans only as consumers; and people, particularly young people in educational institutions, form mindsets based on their
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As teachers, administrators, and policymakers consider the role of new media and participatory practices in the school environment, they will need to find ways to address the multiple challenges. Challenges include finding ways to work with the decentralization of knowledge inherent in online spaces;
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Increased facility with technology does not necessarily lead to increased ability to interpret how technology exerts its own pressure on us. Indeed, with increased access to information, the ability to interpret the viability of that information becomes increasingly difficult. It is crucial, then, to
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All of the above-mentioned issued are key factors in the participation gap. They play a large role is the challenges we face as we incorporate new media technology into everyday life. These challenges affect how many populations interact with the changing media in society and unfortunately leave many
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The last feature of the participation gap is privacy concerns. We put everything on the
Internet these days, from pictures to personal information. It is important to question how this content will be used. Who owns this content? Where does it go or where is it stored? For example, the controversy of
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One huge aspect of the participation gap is access. Access to the
Internet and computers is a luxury in some households, and in the today's society, access to a computer and the Internet is often overlooked by both the education system and many other entities. In today's society, almost everything we
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YouTube has been the start-up for many up and coming pop stars; Both Justin Bieber and One
Direction can credit their presence on YouTube as the catalyst for their respective careers. Other users have gained fame or notoriety by expounding on how simple it can be to become a popular YouTuber. Charlie
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and others have argued that the emergence of participatory cultures will enable deep social change. Until as recently as the end of the 20th century, Rheingold argues, a handful of generally privileged, generally wealthy people controlled nearly all forms of mass communicationânewspapers, television,
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In a participatory culture, fans are actively involved in the production, which may also influence producer decisions within the medium. Fans do not only interact with each other but also try to interact with media producers to express their opinions. For example, what would be the ending between two
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Forms of participatory culture can be manifested in affiliations, expressions, collaborative problem solving, and circulations. Affiliations include both formal and informal memberships in online communities such as discussion boards or social media. Expression refers to the types of media that could
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Benefits must be perceived: Contributors have to believe that what they get in return justifies the investment they make. The benefits perceived may vary and can include professional benefits (helping for one's own work), social benefits (increased status in a community, possibilities for jobs), and
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is "design for designers" It represents an emerging conceptual framework aimed at defining and creating social and technical infrastructures in which participatory cultures can come alive and new forms of collaborative design can take place. It extends the traditional notion of system design beyond
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This is identified as a "breakdown of traditional forms of professional training and socialization that might prepare young people for their increasingly public roles as media makers and community participants" (Jenkins et al. pg. 5). For example, throughout most of the last half of the 20th century
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Another challenge is that as we integrate new technology into schools and academics, we need to be able to teach people how to use these instruments. Teaching both student and adults how to use new media technologies is essential so that they can actively participate as their peers do. Additionally,
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Passing out the technology free of charge is not enough to ensure youth and adults learn how to use the tools effectively. Most
American youths now have at least minimal access to networked computers, be it at school or in public libraries, but "children who have access to home computers demonstrate
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encourage the submission of content to the Internet. They increase the ease with which a user may post content by allowing them to submit information even if they only have an Internet browser. The need for additional software is eliminated. These websites also serve to create online communities for
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Fanfiction creators were one of the first communities to showcase the public could participate in pop culture, by changing, growing, and altering TV show storylines during their run times, as well as strengthening the seriesâ popularity after the last episode aired. Some fan fiction creators develop
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form of communication as it stimulates the audience to take an active part because they can help shape the flow of ideas across media formats. The democratic tendency lent to communication by participatory culture allows new models of production that are not based on a hierarchical standard. In the
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The smartphone also contributes to participatory culture because of how it changes the perception of identity. A user can hide behind an avatar, false profile, or simply an idealized self when interacting with others online. There is no accountability to be who one says one is. The ability to slide
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create new material has also grown. Extensive knowledge of computer programming is no longer necessary to create content on the internet. Media sharing over the Internet acts as a platform to invite users to participate and create communities that share similar interests through duplicated sources,
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should focus on opportunities to participate and to develop the cultural competencies and social skills required to take part rather than get stuck on the question of technological access. As institutions, schools have been slow on the uptake of participatory culture. Instead, afterschool programs
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Design intent from the male perspective is a main issue deterring accurate female representation. Females active in participatory culture are at a disadvantage because the content they are viewing is not designed with their participation in mind. Instead of producing male biased content, "feminist
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The term "textual poachers" was originated by de Certeau and has been popularized by Jenkins. Jenkins uses this term to describe how some fans go through content like their favourite movie and engage with the parts that they are interested in, unlike audiences who watch the show more passively and
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Dijck (2013) outlines the various ways in which explicit participation can be conceptualized. The first is the statistical conception of user demographics. Websites may âpublish facts and figures about their user intensity (e.g., unique monthly users), their national and global user diversity, and
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is one example that combines the elements of interactivity, identity, and mobility. The mobility of the smartphone demonstrates that media is no longer bound by time and space and can be used in any context. Technology continues to progress in this direction as it becomes more user driven and less
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Social media have become a huge factor in politics and civics in not just elections, but gaining funds, spreading information, getting legislation and petition support, and other political activities. Social media make it easier for the public to make an impact and participate in politics. A study
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Education is one realm where the participatory gap is very prominent. In today's society, our education system heavily focuses on integrating media into its curriculum. More and more our classrooms are utilizing computers and technology as learning aides. While this is beneficial for students and
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characters in a TV show? Therefore, fans are readers and producers of culture. Participatory culture transforms the media consumption experience into the production of new texts, in fact, the production of new cultures and new communities. The result is an autonomous, self-sufficient fan culture.
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publishes user demographic data such as gender, age, income, education level and more. Explicit participation can also take place on the research end, where an experimental subject interacts with a platform for research purposes. Dijck (2013) references Leon et al. (2011), giving an example of an
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who distinguishes explicit and implicit participation (2011). Explicit participation describes the conscious and active engagement of users in fan communities or of developers in creative processes. Implicit participation is more subtle and unfolds often without the user's knowledge. In her book,
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The relationship between Web 2.0 tools and participatory culture is more than just material, however. As the mindsets and skillsets of participatory practices have been increasingly taken up, people are increasingly likely to exploit new tools and technology in 2.0 ways. One example is the use of
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People no longer blindly absorb and consume what large media corporations distribute. Today there are a great deal of people who are consumers who also produce their own content (referring to "prosumers"). The reason participatory culture is a high interest topic is due to the fact that there are
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The increasing access to the Internet has come to play an integral part in the expansion of participatory culture because it increasingly enables people to work collaboratively, generate and disseminate news, ideas, and creative works, and connect with people who share similar goals and interests
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In a participatory culture, one of the key challenges that is encountered is participatory gap. This comes into play with the integration of media and society. Some of the largest challenges we face in regards to the participation gap is in education, learning, accessibility, and privacy. All of
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All people want to be a consumer in some and an active contributor in other situations. Being a consumer or active contributor is not an attribute of a person, but of a context. The important criteria that needs to be taken into account is personally meaningful activities. Participatory cultures
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Social and participatory media allow forâand, indeed, call forâa shift in how we approach teaching and learning in the classroom. The increased availability of the Internet in classrooms allows for greater access to information. For example, it is no longer necessary for relevant knowledge to be
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in the middle of the 19th century is an example of historical participatory culture; at that time, young people were hand typing and printing their own publications. These publications were mailed throughout a network of people and resemble what are now called social networks. The evolution from
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Significantly, too, as businesses increasingly recruit participatory practices and resources to market goods and services, consumers who are comfortable working within participatory media are at a distinct advantage over those who are less comfortable. Not only do consumers who are resistant to
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Rachael Sullivan discusses how some online platforms can be a challenge. According to Rachael Sullivan's book review, she emphasizes on Reddit, and the content used that can be offensive and inappropriate. Memes, GIFs, and other content that users create are negative, and are used primarily for
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Implicit participation is achieved by implementing user activities into user interfaces and back-end design. Schäfer argues that the success of popular Web 2.0 and social media applications thrives on implicit participation. The notion of implicit participation expands theories of participatory
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This leads to Bruns' (2008) idea of "equipotentiality: the assumption that while the skills and abilities of all the participants in the produsage project are not equal, they have an equal ability to make a worthy contribution to the project" (p. 25). Because there are no more distinctions
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continues to enable new avenues for communication, collaboration, and circulation of ideas, it has also given rise to new opportunities for consumers to create their own content. Barriers like time and money are beginning to become less significant to large groups of consumers. For example, the
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Jenkins believes that participatory culture can play a role in the education of young people as a new form of implicit curriculum. He finds a growing body of academic research showing the potential benefits of participatory cultures, both formal and informal, for the education of young people.
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Participatory culture lacks representation of the female, which has created a misrepresentation of women online. This in turn, makes it difficult for women to represent themselves with authenticity, and deters participation of females in participatory culture. The content that is viewed on the
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tools, however, anybody can be a journalist of sorts, with or without an apprenticeship to the discipline. A key goal in media education, then, must be to find ways to help learners develop techniques for active reflection on the choices they makeâand contributions they offerâas members of a
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What a person can accomplish with an outdated machine in a public library with mandatory filtering software and no opportunity for storage or transmission pales in comparison to what person can accomplish with a home computer with unfettered Internet access, high band-width, and continuous
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As participation becomes easier, the diversity of voices that can be heard also increases. At one time only a few mass media giants controlled most of the information that flowed into the homes of the public, but with the advance of technology even a single person has the ability to spread
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contained in some combination of the teacher and textbooks; today, knowledge can be more de-centralized and made available for all learners to access. The teacher, then, can help facilitate efficient and effective means of accessing, interpreting, and making use of that knowledge.
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Low barriers must exist to sharing changes: Evolutionary growth is greatly accelerated in systems in which participants can share changes and keep track of multiple versions easily. If sharing is difficult, it creates an unnecessary burden that participants are unwilling to
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Making changes must seem possible: Contributors should not be intimidated and should not have the impression that they are incapable of making changes; the more users become convinced that changes are not as difficult as they think they are, the more they may be willing to
561:. Media concentration provides opportunity for corruption, but as information continues to become accessed from more and more places it becomes increasingly difficult to control the flow of information to the will of an agenda. Participatory Culture is also seen as a more
341:" for political change worldwide. In countries where cellphone usage exceeds use of any other form of digital technology, passing information via mobile phone has helped bring about significant political and social change. Notable examples include the so-called "
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developing policies with respect to filtering software that protects learners and schools without limiting students' access to sites that enable participation; and considering the role of assessment in classrooms that embrace participatory practices.
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website where content creators can "go live" for viewers all around the world. A lot of times, these participatory sites have community events such as charity events or memorial streams for someone important to the people in the Twitch community.
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information around the world. The diversification of media has benefits because in cases where the control of media becomes concentrated it gives those who have control the ability to influence the opinions and information that flows to the
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Including Peer-to-peer learning opportunities, the awareness of intellectual property and multiculturalism, cultural expression and the development of skills valued in the modern workplace, and a more empowered conception of citizenship.
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he makes the argument that the lines between producer and consumers have become blurry. Producers are those that create content and cultural objects, and consumers are the audience or purchasers of those objects. By referring to
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making use of the affordances of participatory culture have decreased access to knowledge, goods, and services, but they are less likely to take advantage of the increased leverage inherent in engaging with businesses as a
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Participatory culture civics organizations mobilize participatory cultures towards political action. They build on participatory cultures and organize such communities toward civic and political goals. Examples include
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Not only has hardware increased the individual's ability to submit content to the internet so that it may be reached by a wide audience, but in addition numerous internet sites have increased access. Websites like
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Jenkins, Henry, Puroshotma, Ravi, Clinton, Katherine, Weigel, Margaret, & Robison, Alice J. (2005). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, available at
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Vervoort, Joost M.; Kok, Kasper; Lammeren, Ron; Veldkamp, Tom (August 2010). "Stepping into futures: exploring the potential of interactive media for participatory scenarios on social-ecological systems".
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experimental study where âa number of users may be selected to perform tasks so researchers can observe their ability to control privacy settings â(p. 33). Lastly, explicit participation may inform
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Changes must be technically feasible: If a system is closed, then contributors cannot make any changes; as a necessary prerequisite, there needs to be possibilities and mechanisms for extension.
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creation of movies once required large amounts of expensive equipment, but now movie clips can be made with equipment that is affordable to a growing number of people. The ease with which
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in and out of roles changes the effect of media on culture, and also the user himself. Now not only are people active participants in media and culture, but also their imagined selves.
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The environments must support tasks that people engage in: The best environments will not succeed if they are focused on activities that people do rarely or consider of marginal value.
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magazines, books and encyclopedias. Today, however, tools for media production and dissemination are readily available and allow for what Rheingold labels "participatory media."
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in ways that surprise their makers, finding meanings and identities never meant to be there and defying simple nostrums that bewail the manipulation or passivity of "consumers."
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1553:"Sci-fi foretold social media, Uber and Augmented Reality, offers insights into the future - Science fiction authors can help predict future consumer patterns"
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There have been several ways that participatory media allows people to create, connect, and share their content or build friendships throughout the media.
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Zuckerman, Ethan. (2007-06-20). Mobile Phones and Social Activism:Why cell phones may be the most important technical innovation of the decade. TechSoup,
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Where members feel some degree of social connection with one another (at the least they care what other people think about what they have created).
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Determining the truth value of information has become increasingly difficult in an age of increasing diversity and ease of access to information.
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218:, radio shows, group projects, and gossip to blogs, podcasts, wikis, and social networks has impacted society greatly. With web services such as
2363:. Media Literacy Review. University of Oregon, Eugene, OR: Center for Advanced Technology in Education â College of Education. Archived from
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emphasizes the importance of recognizing this distinction in order to thoroughly analyze user agency as a techno-cultural construct (2013).
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encourages people to create and upload their content to share it around the world, creating an environment for content creators new or old.
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these factors are huge setbacks when it comes to the relatively new integration of youth participating in today's popular forms of media.
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Kligler-Vilenchik, N. (2013). "Decreasing World Suck": Fan Communities, Mechanisms of Translation, and Participatory Politics.
168:). The potential of participatory culture for civic engagement and creative expression has been investigated by media scholar
128:, is a culture in which private individuals (the public) do not act as consumers only, but also as contributors or producers (
2400:
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Bond, Robert; Fariss, Christopher; Jones, Jason; Kramer, Adam; Marlow, Cameron; Settle, Jaime; Fowler, James (2012-09-13).
1993:
Light, Ann (2011-09-01). "HCI As Heterodoxy: Technologies of Identity and the Queering of Interaction with Computers".
242:, it is no wonder that culture has become more participatory. The implications of the gradual shift from production to
75:
435:
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1885:
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1488:
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1007:
982:
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108:
1671:"Jose van Dijck: Culture of Connectivity: A Critical History of Social Media. Oxford: Oxford University Press. 2013"
3191:
2924:
1002:. The John D. And Catherine T. MacArthur Foundation Reports on Digital Media and Learning. MIT Press. 5 June 2009.
57:
2224:
Leander, Kevin M. (2002) "'You Won't Be Needing Your Laptops Today': Wired Bodies in the Wireless Classroom." In
443:
431:
between producers and consumers, every participant has an equal chance to participate meaningfully in produsage.
2364:
2234:
2116:
Rheingold, Howard. (2008) "Welcome to Participatory Media Literacy." Participatory Media Literacy. Available at
715:
find ways to help young learners develop tactics for engaging critically with the tools and resources they use.
46:
997:
952:
194:
With some type of informal mentorship whereby what is known by the most experienced is passed along to novices
156:. In participatory culture, "young people creatively respond to a plethora of electronic signals and cultural
3063:
2792:
2521:
2357:"Deciding What to Believe in an Age of Information Abundance: Exploring Non-Fiction Television in Education"
434:
In July 2020, an academic description reported on the nature and rise of the "robot prosumer", derived from
3119:
2298:"Book Review: Massanari's Participatory Culture, Community, and Play: Learning from Reddit â Present Tense"
869:
542:
Participatory culture has been hailed by some as a way to reform communication and enhance the quality of
1588:
460:
1432:
Ellis, Eric. (2001-01-23). Asia Buzz: Revolution. How text messaging toppled Joseph Estrada. Time Asia,
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Driscoll, Catherine (May 2007). "The Problem of Adaptive Individual Choice in Cultural Evolution".
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82:
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1238:
848:
567:
35:
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915:"Foot Soldiers of Modernity: The Dialectics of Cultural Consumption and the 21st-Century School"
455:
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2265:
Confronting the challenges of participatory culture : media education for the 21st century
1265:"Youth, New Media, and the Rise of Participatory Politics | Youth & Participatory Politics"
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580:
1112:"9780199328437: Social Media: Enduring Principles - AbeBooks - Ashlee Humphreys: 0199328439"
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2815:
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Bardzell, Shaowen (2010). "Feminist HCI: Taking stock and outlining an agenda for design".
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8:
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and related participatory culture, that, in turn, was substantially predicted earlier by
182:
Confronting the Challenges of Participatory Culture: Media Education for the 21st Century
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246:
are profound and will affect the very core of culture, economy, society, and democracy.
16:
Cultural production made through social interactions of different communities and groups
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2018:
1970:
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1489:"A2 G325: Critical Perspectives: Media Use in Identity Construction: Katherine Hamley"
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Participatory culture has been around longer than the Internet. The emergence of the
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2006:
382:
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132:). The term is most often applied to the production or creation of some type of
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2643:
2225:
1291:"A 61-Million-Person Experiment in Social Influence and Political Mobilization"
806:
755:
669:
350:
2447:
2324:"Beyond "Couch Potatoes": From Consumers to Designers and Active Contributors"
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2014:
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Blogs, Knowledge, Second life, and Beyond : from production to produsage
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The Wealth of Networks: How Social Production Transforms Markets and Freedom
1956:
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953:
http://www.newmedialiteracies.org/wp-content/uploads/pdfs/NMLWhitePaper.pdf
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Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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With strong support for creating and sharing one's creations with others
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With relatively low barriers to artistic expression and civic engagement
1713:
Bastard Culture!: How User Participation Transforms Cultural Production
1649:"⢠Facebook by the Numbers (2019): Stats, Demographics & Fun Facts"
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129:
1581:"Lessons from science fiction: Frederik Pohl and the robot prosumer"
24:
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2426:
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Textual poachers : television fans & participatory culture
1756:
Textual poachers : television fans & participatory culture
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Textual poachers : television fans & participatory culture
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Meta-design: a design methodology supporting participatory cultures
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321:
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Tapping shared passion around content worlds and their communities
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3078:
2562:
2427:"Meta-design: A framework for the future of end-user development"
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Informal discussion spaces for conversations about salient issues
373:, to connect with each other around the world and acts as a live
362:
346:
330:
239:
153:
2415:
Illich, I. (1971) Deschooling Society, Harper and Row, New York,
1620:
Citizen robots:biopolitics, the computer, and the Vietnam period
2608:
313:
2064:"Mind Knowledge's Gender Gap: Men Contribute More Than Women"
370:
2188:"Learning Through Practice: Participatory Culture Practices"
2954:
1793:. Dale Southerton. Thousand Oaks: SAGE Publications. 2011.
1456:
1214:
Fans, Bloggers, and Gamers: Exploring Participatory Culture
1138:
Textual Poachers: Television Fans and Participatory Culture
219:
215:
454:
An important contribution has been made by media theorist
965:
Hinton, Sam; Hjorth, Larissa (2013), "What Is Web 2.0?",
1675:
MedieKultur: Journal of Media and Communication Research
478:
relevant demographic factsâ (p. 33). For instance,
325:
the production of content. These communities and their
184:. This paper describes a participatory culture as one:
1055:. Digital Formations, 45. New York : Peter Lang.
449:
2195:
2163:
Wikinomics: How Mass Collaboration Changes Everything
1288:
537:
197:
Where members believe that their contributions matter
2092:
Convergence Culture: Where Old and New Media Collide
1547:
632:
1345:
999:
Confronting the Challenges of Participatory Culture
172:. In 2009, Jenkins and co-authors Ravi Purushotma,
49:. Unsourced material may be challenged and removed.
2118:http://www.socialtext.net/medialiteracy/index.cgi/
2089:
733:Issues for educators and educational policy-makers
2493:
1348:"Social Media and Fake News in the 2016 Election"
946:
944:
942:
940:
495:interview-based research concerning user habits.
389:
3168:
2159:
2460:describes "Participatory culture" (May 7, 2013)
2257:
2255:
2232:(eds.). A New Literacies Sampler. Available at
2038:"Knowledge's Gender Problem Gets a Closer Look"
1834:
1832:
1748:
1746:
789:personal benefits (engaging in fun activities).
176:, Margaret Weigel and Alice Robison authored a
1873:
1426:
937:
2479:
1907:
1905:
2348:
2252:
2160:Tapscott, Don; Williams, Anthony D. (2008).
1829:
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1572:
1382:
1368:: CS1 maint: multiple names: authors list (
964:
908:
906:
668:This category is linked to the issue of the
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285:original content, and re-purposed material.
1610:
1541:
754:believes that conversation surrounding the
353:, and regular political protests worldwide
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2472:
1902:
1740:. Berkeley: University of California Press
2424:
2339:
2110:
2061:
1686:
1601:
1486:
1438:
1410:"Wireless World: The 'Orange Revolution'"
1407:
1322:
1187:"20 Popular Social Media Sites Right Now"
1163:"New Media & Society | Author | Choi"
903:
876:, SAGE Publications Ltd, pp. 52â68,
745:
109:Learn how and when to remove this message
1946:
1911:
969:, SAGE Publications Ltd, pp. 7â31,
532:
349:, the overthrow of Philippine President
253:
144:Recent advances in technologies (mostly
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2132:
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1838:
1752:
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1239:"The Role of Social Media in Education"
1210:
1134:
1075:
870:"Social Media as Participatory Culture"
709:
515:
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2409:
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2062:Wolchover, Natalie (31 January 2011).
2035:
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912:
623:
356:
2467:
2354:
2317:
2315:
2313:
2128:
2126:
2036:Pappas, Stephanie (3 December 2014).
1992:
1988:
1986:
1984:
1845:. Maidenhead: Open University Press.
1616:
1578:
1262:
1048:
874:Social Media: A Critical Introduction
867:
407:Producers, consumers, and "produsage"
3087:
1668:
663:
47:adding citations to reliable sources
18:
2441:
931:10.17763/haer.73.3.0w5086336u305184
718:
502:
450:Explicit and implicit participation
13:
2310:
2123:
1981:
538:In mass media and civic engagement
14:
3203:
2425:Giaccardi, Elisa (January 2006).
1408:Koprowski, Gene J. (2004-12-07).
658:
633:YouTube and participatory culture
1790:Encyclopedia of consumer culture
1688:10.7146/mediekultur.v30i56.16314
1352:Journal of Economic Perspectives
641:
337:cellphone technology to engage "
23:
2418:
2389:Bruner, Jerome Seymour (1996).
2382:
2322:Fischer, Gerhard (2002-12-02).
2290:
2268:. Cambridge, Mass.: MIT Press.
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1263:Kahne, Joseph (19 March 2014).
1256:
1231:
1204:
1179:
1155:
605:
288:
34:needs additional citations for
1716:. Amsterdam University Press.
1710:Schäfer, Mirko Tobias (2011).
1512:Miller, Vincent (2011-03-02).
1128:
1104:
1069:
1042:
990:
958:
861:
598:Creative production of content
413:Understanding Digital Culture,
390:Relationship to the smartphone
329:have been labelled as part of
1:
3064:Open-source software movement
2793:Free and open-source software
2522:Commons-based peer production
2361:Media Literacy Online Project
1738:The Practice of Everyday Life
1515:Understanding Digital Culture
1474:10.1016/j.futures.2010.04.031
1211:Jenkins, Henry (2006-09-01).
1135:Jenkins, Henry (2012-12-07).
854:
618:
270:
2395:. Harvard University Press.
2007:10.1016/j.intcom.2011.02.002
1617:Ryder, Mike (26 July 2020).
1579:Ryder, M.J. (23 July 2020).
1383:O'Reilly, Tim (2005-09-30).
573:
7:
1736:de Certeau, Michel (1984).
1589:Journal of Consumer Culture
913:Willis, Paul (2003-09-01).
800:
139:
10:
3208:
3142:Open educational resources
1842:Key themes in media theory
1447:. Retrieved on 2009-01-26.
1435:. Retrieved on 2009-01-26.
967:Understanding Social Media
919:Harvard Educational Review
766:
306:
204:
3029:
2968:
2930:Open Knowledge Foundation
2920:Open Architecture Network
2902:
2877:
2841:
2785:
2749:
2737:Open-door academic policy
2709:
2673:
2664:
2619:
2571:
2514:
2505:
2139:. Yale University Press.
1926:10.1007/s10539-007-9070-1
1669:Kaun, Anne (2014-06-30).
1346:Allcott, Hunt, Gentzkow.
868:Fuchs, Christian (2014),
369:allows people, primarily
298:Social media and politics
211:Amateur Press Association
124:, an opposing concept to
2915:Free Software Foundation
2828:Open-source architecture
2392:The Culture of Education
2133:Benkler, Yochai (2006).
1603:10.1177/1469540520944228
1487:Mezagrove (2012-02-23).
955:. Retrieved on 2/4/2013.
585:Invisible Children, Inc.
249:
3192:Participatory democracy
2878:Politics and governance
2262:Jenkins, Henry (2009).
2120:(accessed January 2009)
2088:Jenkins, Henry (2006).
1957:10.1145/1753326.1753521
1874:Jenkins, Henry (1992).
1759:. New York: Routledge.
1753:Jenkins, Henry (1992).
1082:. New York: Routledge.
1076:Jenkins, Henry (1992).
849:Transmedia storytelling
729:participatory culture.
568:collective intelligence
465:Culture of Connectivity
444:science fiction writers
423:Bruns (2008) refers to
58:"Participatory culture"
3049:Free software movement
2940:Open Source Initiative
2890:Open-source governance
2773:Open-source journalism
1821:: CS1 maint: others (
746:A new form of literacy
679:
259:
3054:Open science movement
3044:Free-culture movement
2722:Educational resources
2681:Collaborative writing
2558:Participatory culture
2355:Hobbs, Renee (1999).
2341:10.5210/fm.v7i12.1010
1951:. pp. 1301â310.
1839:Laughey, Dan (2007).
1518:. SAGE Publications.
975:10.4135/9781446270189
882:10.4135/9781446270066
674:
581:Harry Potter Alliance
533:Promise and potential
489:observational studies
436:modern-day technology
257:
122:Participatory culture
2833:Open-source hardware
2811:Open-design movement
2804:Open-source software
2572:Research and science
2431:End User Development
1626:Lancaster University
1549:Lancaster University
1049:Bruns, Axel (2008).
832:Public participation
710:Transparency problem
570:is not compromised.
516:Gendered experiences
456:Mirko Tobias Schäfer
411:In Vincent Miller's
43:improve this article
3115:Free Cultural Works
3059:Open Source Ecology
2945:Open Web Foundation
2842:Economic principles
2799:Free/libre software
2696:Participatory media
1315:10.1038/nature11421
1307:2012Natur.489..295B
624:In online platforms
357:Participatory media
258:Memes as expression
2981:Alexandra Elbakyan
2925:Openmod Initiative
2762:Citizen journalism
2639:Open communication
2620:Data, information,
2543:Open collaboration
1269:ypp.dmlcentral.net
1191:smallbiztrends.com
260:
146:personal computers
3164:
3163:
3160:
3159:
3152:Open Web movement
3137:Open Data Indices
2991:Peter Murray-Rust
2935:Open Rights Group
2898:
2897:
2781:
2780:
2634:Knowledge commons
2402:978-0-674-17953-0
2275:978-0-262-25895-1
2173:978-1-59184-193-7
2146:978-0-300-12577-1
2103:978-0-8147-4281-5
1966:978-1-60558-929-9
1852:978-0-335-23491-2
1800:978-1-4522-6653-4
1723:978-90-8964-256-1
1525:978-1-84787-497-9
1385:"What Is Web 2.0"
1301:(7415): 295â298.
1224:978-0-8147-4310-2
1167:blogs.memphis.edu
1148:978-1-136-29071-8
812:Constructed world
664:Participation gap
527:local enhancement
343:Orange Revolution
119:
118:
111:
93:
3199:
3182:Internet culture
3147:Open music model
3111:Definition docs
3100:Creative Commons
3085:
3084:
3001:Richard Stallman
2996:Douglas Rushkoff
2910:Creative Commons
2686:Democratic media
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2594:Notebook science
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822:Hypersociability
719:Ethics challenge
550:Howard Rheingold
503:Textual Poachers
126:consumer culture
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2976:Tim Berners-Lee
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2885:Open government
2873:
2869:Sharing economy
2854:Open innovation
2837:
2777:
2766:Wiki journalism
2745:
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2691:Open publishing
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2579:Citizen science
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1920:(23): 101â113.
1910:
1903:
1888:
1872:
1868:
1853:
1837:
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1801:
1787:
1786:
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1063:
1047:
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1021:
1020:
1014:
1012:
1010:
996:
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991:
985:
963:
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949:
938:
911:
904:
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866:
862:
857:
803:
771:
765:
748:
735:
721:
712:
666:
661:
644:
635:
626:
621:
608:
576:
540:
535:
518:
505:
452:
409:
392:
383:streaming media
359:
309:
300:
291:
273:
252:
207:
166:affinity groups
142:
134:published media
115:
104:
98:
95:
52:
50:
40:
28:
17:
12:
11:
5:
3205:
3195:
3194:
3189:
3187:Digital divide
3184:
3179:
3162:
3161:
3158:
3157:
3155:
3154:
3149:
3144:
3139:
3134:
3133:
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3127:
3122:
3117:
3109:
3108:
3107:
3102:
3091:
3089:
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2734:
2724:
2717:Open education
2713:
2711:
2707:
2706:
2704:
2703:
2698:
2693:
2688:
2683:
2677:
2675:
2668:
2662:
2661:
2659:
2658:
2657:
2656:
2651:
2644:Open knowledge
2641:
2636:
2631:
2625:
2623:
2617:
2616:
2614:
2613:
2612:
2611:
2606:
2601:
2596:
2591:
2581:
2575:
2573:
2569:
2568:
2566:
2565:
2560:
2555:
2550:
2545:
2540:
2529:
2524:
2518:
2516:
2509:
2503:
2502:
2491:
2490:
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2476:
2468:
2462:
2461:
2443:
2440:
2437:
2436:
2417:
2408:
2401:
2381:
2367:on 12 May 2008
2347:
2309:
2289:
2274:
2251:
2226:Michele Knobel
2217:
2208:
2179:
2172:
2152:
2145:
2122:
2109:
2102:
2080:
2054:
2028:
2001:(5): 430â438.
1980:
1965:
1939:
1901:
1886:
1866:
1851:
1828:
1799:
1780:
1765:
1742:
1729:
1722:
1702:
1661:
1640:
1609:
1571:
1540:
1531:
1524:
1504:
1479:
1468:(6): 604â616.
1449:
1437:
1425:
1400:
1375:
1338:
1281:
1271:. pp. 6â7
1255:
1230:
1223:
1203:
1178:
1154:
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1127:
1103:
1088:
1068:
1061:
1041:
1032:|website=
1008:
989:
983:
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859:
858:
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839:
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829:
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809:
807:Affinity space
802:
799:
798:
797:
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786:
783:
767:Main article:
764:
761:
756:digital divide
747:
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731:
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708:
670:digital divide
665:
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472:Jose Van Dijck
451:
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391:
388:
358:
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351:Joseph Estrada
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15:
9:
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4:
3:
2:
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3180:
3178:
3177:Collaboration
3175:
3174:
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3153:
3150:
3148:
3145:
3143:
3140:
3138:
3135:
3131:
3128:
3126:
3123:
3121:
3120:Free Software
3118:
3116:
3113:
3112:
3110:
3106:
3103:
3101:
3098:
3097:
3096:
3093:
3092:
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3052:
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3047:
3045:
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3034:
3028:
3022:
3021:John Wilbanks
3019:
3017:
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3012:
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2997:
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2908:
2907:
2905:
2903:Organizations
2901:
2891:
2888:
2886:
2883:
2882:
2880:
2876:
2870:
2867:
2865:
2864:Open standard
2862:
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2857:
2855:
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2850:
2847:
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2791:
2790:
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2767:
2763:
2760:
2759:
2758:
2757:Citizen media
2755:
2754:
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2729:
2728:
2725:
2723:
2720:
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2699:
2697:
2694:
2692:
2689:
2687:
2684:
2682:
2679:
2678:
2676:
2672:
2669:
2667:and learning
2665:Communication
2663:
2655:
2652:
2650:
2647:
2646:
2645:
2642:
2640:
2637:
2635:
2632:
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2624:
2622:and knowledge
2618:
2610:
2607:
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2600:
2597:
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2592:
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2587:
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2554:
2551:
2549:
2546:
2544:
2541:
2539:
2538:
2534:
2530:
2528:
2527:Crowdsourcing
2525:
2523:
2520:
2519:
2517:
2513:
2510:
2504:
2500:
2496:
2489:
2484:
2482:
2477:
2475:
2470:
2469:
2466:
2459:
2458:Henry Jenkins
2455:
2451:
2446:
2445:
2432:
2428:
2421:
2412:
2404:
2398:
2394:
2393:
2385:
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2362:
2358:
2351:
2342:
2337:
2333:
2329:
2325:
2318:
2316:
2314:
2299:
2293:
2285:
2281:
2277:
2271:
2267:
2266:
2258:
2256:
2241:on 2010-04-29
2240:
2236:
2231:
2227:
2221:
2212:
2198:on 2008-05-05
2197:
2193:
2189:
2183:
2175:
2169:
2165:
2164:
2156:
2148:
2142:
2138:
2137:
2129:
2127:
2119:
2113:
2105:
2099:
2096:. NYU Press.
2094:
2093:
2084:
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2065:
2058:
2043:
2039:
2032:
2024:
2020:
2016:
2012:
2008:
2004:
2000:
1996:
1989:
1987:
1985:
1976:
1972:
1968:
1962:
1958:
1954:
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1943:
1935:
1931:
1927:
1923:
1919:
1915:
1908:
1906:
1897:
1893:
1889:
1887:0-203-36191-1
1883:
1880:. Routledge.
1879:
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1766:0-415-90571-0
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1234:
1226:
1220:
1217:. NYU Press.
1216:
1215:
1207:
1192:
1188:
1182:
1168:
1164:
1158:
1150:
1144:
1141:. Routledge.
1140:
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1113:
1107:
1099:
1095:
1091:
1089:0-203-36191-1
1085:
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1062:9780820488677
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1005:
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984:9781446201213
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891:9781446257319
887:
883:
879:
875:
871:
864:
860:
850:
847:
845:
844:
843:The Long Tail
840:
838:
837:Remix culture
835:
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830:
828:
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673:
671:
656:
654:
648:
642:For consumers
639:
630:
616:
612:
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597:
594:
593:
592:
590:
586:
582:
571:
569:
564:
560:
559:public domain
554:
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500:
496:
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490:
487:data through
486:
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467:
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463:
457:
447:
445:
441:
440:Frederik Pohl
437:
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174:Katie Clinton
171:
170:Henry Jenkins
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63:
60: â
59:
55:
54:Find sources:
48:
44:
38:
37:
32:This article
30:
26:
21:
20:
3030:Projects and
3016:Aaron Swartz
2950:Pirate Party
2849:Gift economy
2629:Free content
2604:Science data
2584:Open science
2557:
2536:
2532:
2515:Key concepts
2506:Concepts and
2499:open content
2495:Free culture
2449:Video (7:53)
2430:
2420:
2411:
2391:
2384:
2376:
2369:. Retrieved
2365:the original
2360:
2350:
2331:
2328:First Monday
2327:
2301:. Retrieved
2292:
2264:
2243:. Retrieved
2239:the original
2220:
2211:
2200:. Retrieved
2196:the original
2191:
2182:
2162:
2155:
2135:
2112:
2091:
2083:
2071:. Retrieved
2067:
2057:
2045:. Retrieved
2041:
2031:
1998:
1994:
1948:
1942:
1917:
1913:
1876:
1869:
1841:
1789:
1783:
1755:
1737:
1732:
1712:
1705:
1678:
1674:
1664:
1653:. Retrieved
1651:. 2019-09-04
1643:
1631:. Retrieved
1624:
1619:
1612:
1593:
1587:
1574:
1562:. Retrieved
1556:
1543:
1534:
1514:
1507:
1496:. Retrieved
1492:
1482:
1465:
1459:
1452:
1440:
1428:
1417:. Retrieved
1413:
1403:
1392:. Retrieved
1388:
1378:
1364:cite journal
1355:
1351:
1341:
1298:
1294:
1284:
1273:. Retrieved
1268:
1258:
1247:. Retrieved
1245:. 2017-07-20
1242:
1233:
1213:
1206:
1195:. Retrieved
1193:. 2016-05-04
1190:
1181:
1170:. Retrieved
1166:
1157:
1137:
1130:
1119:. Retrieved
1115:
1106:
1078:
1071:
1051:
1044:
1013:. Retrieved
998:
992:
966:
960:
922:
918:
895:, retrieved
873:
863:
841:
817:Consumtariat
782:participate.
772:
751:
749:
740:
736:
722:
713:
704:
700:
696:
692:
688:
684:
680:
675:
667:
659:In education
649:
645:
636:
627:
613:
609:
606:In education
589:Nerdfighters
577:
555:
548:
541:
526:
523:
519:
510:
506:
497:
485:ethnographic
476:
468:
464:
461:
453:
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429:
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412:
410:
401:
393:
360:
335:
327:web services
310:
301:
292:
289:Social media
274:
265:
261:
208:
181:
162:
143:
121:
120:
105:
96:
86:
79:
72:
65:
53:
41:Please help
36:verification
33:
3130:Open Source
3074:OpenWetWare
3011:Peter Sunde
3006:Peter Suber
2859:Open patent
2823:Open gaming
2701:Peer review
2548:Open source
2166:. Penguin.
2073:December 8,
2068:Livescience
2047:December 8,
2042:Livescience
1914:Biol Philos
1681:(56): 3 p.
1596:: 246â263.
1558:EurekAlert!
1538:Reference 3
1389:oreilly.com
493:qualitative
232:Photobucket
178:white paper
158:commodities
3171:Categories
2750:Journalism
2732:Admissions
2727:University
2433:: 427â457.
2303:2019-11-03
2245:2010-04-29
2202:2019-12-09
1655:2019-11-20
1498:2019-12-06
1419:2019-11-18
1394:2019-11-18
1275:2019-11-16
1249:2019-03-03
1197:2016-12-12
1172:2019-03-03
1121:2019-11-16
1015:2019-03-03
925:(3): 392.
897:2019-03-03
855:References
774:Metadesign
769:Metadesign
619:Challenges
563:democratic
442:and other
418:Axel Bruns
396:smartphone
339:smart mobs
277:technology
271:Technology
69:newspapers
3069:OpenCores
3032:movements
2969:Activists
2710:Education
2508:practices
2371:1 January
2284:464307849
2015:0953-5438
1975:207178540
1896:230743605
1861:245049414
1817:cite book
1809:809773299
1697:1901-9726
1358:(2): 212.
1098:230743605
1034:ignored (
1024:cite book
796:overcome.
574:In civics
425:produsage
318:Knowledge
282:consumers
244:produsage
228:Knowledge
180:entitled
130:prosumers
3095:Licenses
2816:Robotics
2786:Products
2599:Research
2553:Openness
1934:85074105
1775:26055104
1333:22972300
827:Prosumer
801:See also
750:Jenkins
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