From Wikipedia, the free encyclopedia
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals (the public) do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media.
Overview
Recent advances in technologies (mostly personal computers and the Internet) have enabled private persons to create and publish such media, usually through the Internet.
Since the 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 Web 2.0. In participatory culture, "young people creatively respond to a plethora of electronic signals and cultural commodities
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."
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 (see affinity groups). The potential of participatory culture for civic engagement and creative expression has been investigated by media scholar Henry Jenkins. In 2009, Jenkins and co-authors Ravi Purushotma, Katie Clinton, Margaret Weigel and Alice Robison authored a white paper entitled Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. This paper describes a participatory culture as one:
- With relatively low barriers to artistic expression and civic engagement
- With strong support for creating and sharing one's creations with others
- With some type of informal mentorship whereby what is known by the most experienced is passed along to novices
- Where members believe that their contributions matter
- 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).
History
Participatory culture has been around longer than the Internet. The emergence of the Amateur Press Association
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 zines,
radio shows, group projects, and gossips to blogs, podcasts, wikis, and
social networks has impacted society greatly. With web services such as
eBay, Blogger, Wikipedia, Photobucket, Facebook, and YouTube, it is no wonder that culture has become more participatory. The implications of the gradual shift from production to produsage are profound, and will affect the very core of culture, economy, society, and democracy.
Forms
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 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.
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 strengthen the series’ popularity after the last
episode aired. Some fanfiction creators develop theories and
speculation, while others create ‘new’ 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.
Technology
As technology
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 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 consumers
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, original content, and re-purposed material.
Social media
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 just so many different social media platforms to
participate 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.
Social media and politics
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 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.
Web 2.0
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 Flickr, Wikipedia, and Facebook
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 the production of content. These communities and
their web services have been labelled as part of Web 2.0.
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 cellphone technology to engage "smart mobs"
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 "Orange Revolution" in Ukraine, the overthrow of Philippine President Joseph Estrada, and regular political protests worldwide
Participatory media
There
have been several ways that participatory media allows people to
create, connect, and share their content or build friendships throughout
the media. YouTube
encourages people to create and upload their content to share it around
the world, creating an environment for content creators new or old. Discord allows people, primarily gamers, to connect with each other around the world and acts as a live chatroom. Twitch is a streaming media
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.
Relationship to the smartphone
The smartphone
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 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.
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 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.
Producers, consumers, and "produsage"
In Vincent Miller's Understanding Digital Culture,
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 Axel Bruns'
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."
Bruns (2008) refers to produsage,
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 Wikipedia 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.
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 between producers and consumers, every participant
has an equal chance to participate meaningfully in produsage.
In July 2020, an academic description reported on the nature and rise of the "robot prosumer", derived from modern-day technology and related participatory culture, that, in turn, was substantially predicted earlier by Frederik Pohl and other science fiction writers.
Explicit and implicit participation
An important contribution has been made by media theorist Mirko Tobias Schäfer
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, The Culture of Connectivity, Jose Van Dijck
emphasizes the importance of recognizing this distinction in order to
thoroughly analyze user agency as a techno-cultural construct (2013).
Dijck (2013) outlines the various ways in which explicit
participation can be conceptualized. The first is the statistical
conception of user demographics. Websites may “publish facts and figures
about their user intensity (e.g., unique monthly users), their national
and global user diversity, and relevant demographic facts” (p. 33). For
instance, Facebook 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
experimental study where “a number of users may be selected to perform
tasks so researchers can observe their ability to control privacy
settings “(p. 33). Lastly, explicit participation may inform ethnographic data through observational studies, or qualitative interview-based research concerning user habits.
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 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. 51–52).
Textual Poachers
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
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.
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 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.
Gendered experiences
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 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
[engage]… existing technologies to break up and reformulate media texts
for reasons of their own".
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 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 – and should – 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 local enhancement) 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 Wikipedia content. Bias arises as the content presented in
Wikipedia seems to be more male oriented.
Promise and potential
In mass media and civic engagement
Participatory culture has been hailed by some as a way to reform communication and enhance the quality of media.
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.
Howard Rheingold
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
communication—newspapers, television, magazines, books and
encyclopedias. Today, however, tools for media production and
dissemination are readily available and allow for what Rheingold labels
"participatory media."
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 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 public domain.
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 democratic
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 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 collective intelligence is not compromised.
In civics
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 Harry Potter Alliance, Invisible Children, Inc., and Nerdfighters,
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:
- Tapping shared passion around content worlds and their communities
- Creative production of content
- Informal discussion spaces for conversations about salient issues
In education
Social
and participatory media allow for—and, indeed, call for—a 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 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.
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. 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.
Challenges
In online platforms
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 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.
YouTube and Participatory Culture
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 “How to Get Featured on YouTube,” 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.
For consumers
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 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 —
banking, travel reservations, buying airline tickets, checking out
groceries at the supermarket — 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.
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 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 prosumer.
In education
Participation gap
This category is linked to the issue of the digital divide,
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:
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 [a] person can
accomplish with a home computer with unfettered Internet access, high
band-width, and continuous 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)
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 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 important to
note that 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.
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 these factors are huge setbacks when
it comes to the relatively new integration of youth participating in
today's popular forms of media.
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 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.
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, 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.
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 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.
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 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.
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 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.
Transparency problem
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 find ways to help young learners develop
tactics for engaging critically with the tools and resources they use.
Ethics challenge
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 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 Web 2.0
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 make—and contributions they
offer—as members of a participatory culture.
Issues for educators and educational policy-makers
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; 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.
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 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 — 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.
A new form of literacy
Jenkins et al. believes that conversation surrounding the digital divide
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 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.
Meta-design: a design methodology supporting participatory cultures
Metadesign 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 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:
- 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
participate.
- 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.
- 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 personal benefits (engaging in fun
activities).
- 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.
- 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
overcome.