Social media and user- generated content - Aalto · Social media and user-generated content Marko...
Transcript of Social media and user- generated content - Aalto · Social media and user-generated content Marko...
Social media and user-generated content
Marko Turpeinen
[email protected] Institute for Information Technology (HIIT)
[email protected] Tekniska Högskolan (KTH)
• why social media?
• personal / group / community media
• mobile media
• social networking sites
• social gaming and community content
Themes
• Helsinki University of Technology (TKK) Computer Science, M.Sc. (1995), Ph.D. (2000)
• Massachusetts Institute of Technology (MIT) Media Arts and Sciences, M. Sc. (2000)
• Alma Media Corp. (1996 - 2005)
• Helsinki Institute for Information Technology (HIIT) Principal Scientist, Network Society Programme (2005 - ) Group Founder & Leader, Digital Content Communities (2002 - )
• Kungliga Tekniska Högskolan (KTH) Professor, Media Technology (2006 - )
My Background
Helsinki Institute for Information Technology (HIIT)
Kungliga Tekniska Högskolan(KTH)
Observe Communicate Create Share
Citizens,markets> 5000
Colleagues, communities
50-5000
Family,friends,groups
2-50
Individual
Activities and Relationship Table(Shneiderman, 2003)
Neuman: The Future of Mass Audience
The Media Gap(Tomita, 1980)
Print TV
Net
EmotionalExperience
EntertainmentEscapism
RationalEveryday life management SecurityWell-beingIndividual control
Social Rich communication
One-to-one/one-to-many Tribalism
2003 2004 2005 2006 2007
with Futurice
User-centric mobile phone photo sharing system.
Metadata-centric mobile phone photo system.
A more commercially oriented version of
MobShare.
A full-blown commercial service with MTV3.
Measuring the
social in media
Not public
nor private
New business
in hybrid
media
services
• More than half of online teens in US are Content Creators
• 19% of online teens keep a blog and 38% read them
• Older girls lead the blogging activity among teens
• Teen bloggers are tech-savvy and heavy internet users.
• Half of online teens say they currently download music files and close to one-third say they download video
• Teens are as likely not to have paid for music online as they are to have tried peer-to-peer
Source: Lenhart A. and Madden M. Teen content creators and consumers: Pew Internet & American Life Project
Teen Content Creators and Consumers
Selling social networks
• customized advertising (Myspace & Google)
• partnerships (Facebook & Apple iTunes)
• product affinity groups (Levi’s is my “friend”)
• membership fees (vip accounts, more features)
• virtual goods (trading, gifts, identity, new features)
The “open APIs” and/or “open source” approach are producing high quality media content with booming enthusiasm, as demonstrated by blogs, wikis, RSS, music, game modding, etc.
Open content
• collaborative media creation
• people build on each other’s creative work
• collective authorship
• new forms of licensing
Creative Communities
Creative Commons
Source: Thomke & von Hippel, 2002
Customers-as-Innovators
CUSTOM GRAPHICS
CUSTOMAUDIO
CUSTOM CODE
TOTAL CONVERSIONS
(= ”MODS”)
MODDINGTOOLS
OTHER FANPRODUCTION
(walkthroughs,screenshots,
gameplay videos,fan fiction, etc.)
USER-CREATED GAME CONTENT
”Modding Scenes”Tero Laukkanen, HyperMediaLab,
University of Tampere (2004)
Game-related fan production
• RPG that is specifically designed to be extensible by the gamers
• Aurora toolkit shipped with the game
• supportive of the user community
• more than 2,500 extensions available
Neverwinter Nights (Bioware)
• “All user created variations must only work with the full
commercial version of NWN”.
• “User extensions must not contain any libelous, defamatory,
pornographic, obscene, or other illegal material, material that
is scandalous or invades the rights of privacy or publicity of
any third party, or contain any trademarks, copyright-protected
work or other property of third parties, or contain any
viruses, worms, or other malicious code”.
• “Users may not rent, sell, lease, lend, offer on a pay-per-play
or timesharing basis or otherwise commercially exploit or
commercially distribute extensions; including, without
limitation, hosting pay-per-play servers, hosting pay-per-
download web-sites for variations including sites that charge
for bandwidth use, and independently selling variations online,
at retail, mail order, etc”.
• “If you Distribute, or permit others to Distribute, your
Variations, you hereby grant back to Infogrames and BioWare and
irrevocable royalty-free right to use and distribute such
Variations by any means, and to make such modifications thereto
as Infogrames and/or BioWare deem are necessary to package,
combine, and otherwise distribute such Variations.”
NWN EULA