Share wars: Sharing, theft, and the everyday production of Web 2.0 on DeviantArt

First Monday ◽  
2016 ◽  
Author(s):  
Dan Perkel

The development of Web 2.0 led to celebratory accounts about its potential to unleash human creativity. A consensus emerged that described Web 2.0 creative production as universal, democratic, communal, non-commercial, and thoroughly revolutionary. This consensus viewed young, web-savvy media makers as Web 2.0 creativity’s avant-garde: a new generation of producers, born digital, who had upended Romantic notions of creativity, authorship, ownership and related cultural practices. In this paper I draw from a multi-year ethnographic study of young creators’ use of the web from 2007 through 2010 and examine the practice and rhetoric of theft and sharing on DeviantArt, a self-described social network and community of artists. I argue that rather than overturning traditional notions of creativity, participating in DeviantArt helped young creators reaffirm traditional notions of creativity tied to the moral rights of authors to control the distribution of their work. I also demonstrate how these young media makers in turn shaped Web 2.0 ideology and technologies in practice. Seemingly well-established features for “sharing” content were actually uneasy compromises that supported multiple interpretations rather than epitomize the new era of creativity promised by the creativity consensus. These compromises reproduced Web 2.0 in everyday practice.

Author(s):  
Martina Benvenuti ◽  
Elvis Mazzoni ◽  
Gioele Piobbico

Internet revolutionized our lifestyle. New generation devices like smartphones and tablets allow us to be always connected: the web represents a significant part of our days. These epochal changes bring with them questions about the potentialities and the risks of web 2.0. This chapter introduces a research whose purpose is to investigate the relationships between Online and Offline lives in Emerging Adulthood. Starting by the concept of functional organ (Leont'ev, 1972) and inverse instrumentality (Ekbia & Nardi, 2012), the goal of the study is to go beyond the research on web addiction, and start to explore a model able to predict why some emerging adults have their life empowered by the web and while others get trapped in the problematic use.


Author(s):  
Andrew Hudson-Smith

Digital cities are moving well beyond their original conceptions as entities representing the way computers and communications are hard wired into the fabric of the city itself or as being embodied in software so the real city might be manipulated in silico for professional purposes. As cities have become more “computable,” capable of manipulation through their digital content, large areas of social life are migrating to the web, becoming online so-to-speak. Here, we focus on the virtual city in software, presenting our speculations about how such cities are moving beyond the desktop to the point where they are rapidly becoming the desktop itself. But what emerges is a desktop with a difference, a desktop that is part of the web, characterized by a new generation of interactivity between users located at any time in any place. We first outline the state of the art in virtual city building drawing on the concept of mirror worlds and then comment on the emergence of Web 2.0 and the interactivity that it presumes. We characterize these developments in terms of virtual cities through the virtual world of Second Life, showing how such worlds are moving to the point where serious scientific content and dialogue is characterizing their use often through the metaphor of the city itself.


Author(s):  
Martina Benvenuti ◽  
Elvis Mazzoni ◽  
Gioele Piobbico

Internet revolutionized our lifestyle. New generation devices like smartphones and tablets allow us to be always connected: the web represents a significant part of our days. These epochal changes bring with them questions about the potentialities and the risks of web 2.0. This chapter introduces a research whose purpose is to investigate the relationships between Online and Offline lives in Emerging Adulthood. Starting by the concept of functional organ (Leont'ev, 1972) and inverse instrumentality (Ekbia & Nardi, 2012), the goal of the study is to go beyond the research on web addiction, and start to explore a model able to predict why some emerging adults have their life empowered by the web and while others get trapped in the problematic use.


Author(s):  
Anne Scott Sørensen

Weblogging (or blogging) is one the social media, characteristic of the web 2.0 generation. In this article, I will present a research on the Danish blogosphere, the focus of which has been on individual and personal blogging. Inspired by media geography, I pursue the idea that personal blogging can be understood as an embodied, collaborative and distributed practice which constitutes a digital realm to be inhabited by its users. Within media geography, the concept of “textures”, taken form Henri Lefevbre and the sociology of everyday life, designates how the self, the everyday and the mundane are spun together and mark out different cultural-material routes in and between space and place, real and virtual and in so doing create different reticular patterns of the commonplace (Falkheimer & Jansson, 2006; Jansson, 2002, 2008). By means of the concepts of textures, routes and patterns, I identify four different genres in personal blogging to be illustrated by four examples from the Danish blog community.


Author(s):  
Eman Younis

During the past decade, there were rapid developments on the internet, computing technologies, and widespread use of location-aware technologies such as GPS and mobile technology. These developments made it easier for people to communicate and share their opinions, views, knowledge, maps, and much more through software platforms. These technologies have participated in the creation of what is now called Web 2.0. It is a new era of the web where users play an active role in adding contents to the web in a collaborative way, instead of just consuming the web contents. People are sharing social media posts, blog posts, product reviews, ideas, opinions, and much more. Crowdsourcing is a phenomenon that appeared due to the ability of web users to contribute to the web (Web 2.0). This chapter serves as a general overview of crowdsourcing. It investigates various attempts to defining the term, its conceptual models, its benefits and challenges, its applications, and explores some online crowdsourcing systems, software platforms, current and future research avenues.


Author(s):  
Martina Benvenuti ◽  
Elvis Mazzoni ◽  
Gioele Piobbico

Internet revolutionized our lifestyle. New generation devices like smartphones and tablets allow us to be always connected: the web represents a significant part of our days. These epochal changes bring with them questions about the potentialities and the risks of web 2.0. This chapter introduces a research whose purpose is to investigate the relationships between Online and Offline lives in Emerging Adulthood. Starting by the concept of functional organ (Leont'ev, 1972) and inverse instrumentality (Ekbia & Nardi, 2012), the goal of the study is to go beyond the research on web addiction, and start to explore a model able to predict why some emerging adults have their life empowered by the web and while others get trapped in the problematic use.


Author(s):  
Emilia Currás ◽  
Moez Limayem

Today, due to spurred social (e.g. the “Millennials”) and technological (e.g. Broadband Internet, Mobile Technology, GPS1, Web 2.0), etc) changes, organizations are transformed in an economic environment that is more than ever competitive. In the context of the Social Organization in the Web 2.0 age, collaboration mediated by technology, social networking and virtual communities, culture of awareness and innovation have become new levers to put Collective Intelligence at the service of the organization. In such an organization, all employees can equally participate in creating, using and sharing information and knowledge. The “Individual”- knowledge worker, plays a central role in this case.


2006 ◽  
Vol 2 (1) ◽  
pp. 70-79 ◽  
Author(s):  
Ben Highmore

From a remarkably innovative point of departure, Ben Highmore (University of Sussex) suggests that modernist literature and art were not the only cultural practices concerned with reclaiming the everyday and imbuing it with significance. At the same time, Roger Caillois was studying the spontaneous interactions involved in games such as hopscotch, while other small scale institutions such as the Pioneer Health Centre in Peckham, London attempted to reconcile systematic study and knowledge with the non-systematic exchanges in games and play. Highmore suggests that such experiments comprise a less-often recognised ‘modernist heritage’, and argues powerfully for their importance within early-twentieth century anthropology and the newly-emerged field of cultural studies.


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