User-Generated Content (UGC)

Göran Bolin
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引用次数: 4

Abstract

1 In museums that moment seems to have coincided with the birth or, some would say, rebirth of the visitor as author of his/her own cultural experiences. Today many if not most museums have an explicit policy of involving 'multiple voices' in the construction and interpretation of their collections, through audience research, collecting oral histories and setting the museum staff in open dialogue with visitor feedback. New technologies are playing an increasing role in stimulating this sort of user-generated content (UGC): museums' websites invite emails and blogging from online visitors, visitors now create their own museum podcasts and downloadable audio tours, and some sites feature audio and video recording stations in the galleries. User-generated content seems to be the buzzword of the day and is commanding unprecedented levels of investment and speculation from leading media companies as well as start-ups. But what are the potential benefits and risks of the UGC game for content providers like museums? A definition of User-generated Content (UGC) To evaluate the value of UGC in the museum, it is useful to begin by defining it as distinct from other interactive experiences such as feedback, souvenirs and aide-mémoires. In museum multimedia experiences such as websites, in-gallery kiosks, and multimedia tours, examples of 'feedback' include interactives where visitors vote or answer yes/no and multiple-choice questions. Through these experiences, visitors participate in a larger community, but are creating meaning within a framework that is completely constructed and controlled by the museum. Souvenirs and aide-mémoires can be digital records of a visit or exhibit, such as 'bookmarks' in multimedia tours, maps showing where the visitor has been in the museum, or photos or other traces of their in-gallery activities that visitors create at designated points in the exhibition space. Again, the form of the interaction and input from visitors is highly structured and predetermined by the museum.
用户生成内容(UGC)
在博物馆里,这一时刻似乎与参观者的诞生相吻合,或者有人会说,这是参观者作为自己文化体验的作者的重生。如今,许多博物馆(如果不是大多数的话)都有一个明确的政策,即通过观众研究、收集口述历史和让博物馆工作人员与游客反馈进行公开对话,在藏品的构建和解释中涉及“多种声音”。新技术在促进这种用户生成内容(UGC)方面发挥着越来越大的作用:博物馆的网站邀请在线游客发送电子邮件和写博客,游客现在创建自己的博物馆播客和可下载的音频导览,一些网站在画廊设有音频和视频录制站。用户生成内容(User-generated content)似乎是当今的流行语,正从领先的媒体公司和初创企业那里获得前所未有的投资和投机。但是对于像博物馆这样的内容提供商来说,UGC游戏的潜在利益和风险是什么呢?用户生成内容的定义要评估博物馆的用户生成内容的价值,首先要将其定义为与其他互动体验(如反馈、纪念品和助手)不同的体验。在博物馆的多媒体体验中,如网站、画廊内的信息亭和多媒体导览,“反馈”的例子包括参观者投票或回答是/否和多项选择题的互动。通过这些体验,游客参与到一个更大的社区中,但在一个完全由博物馆构建和控制的框架内创造意义。纪念品和辅助档案可以是参观或展览的数字记录,例如多媒体参观中的“书签”、显示参观者在博物馆中去过哪些地方的地图,或参观者在展览空间的指定地点创建的照片或他们在画廊内活动的其他痕迹。同样,参观者的互动和输入的形式是由博物馆高度结构化和预先确定的。
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