用户生成内容的历史:介于正式和非正式媒体经济之间

R. Lobato, Julian Thomas, D. Hunter
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引用次数: 50

摘要

关于用户生成内容(UGC)的争论往往取决于与其规范的对立面的对比,即由商业媒体企业或公共组织支持和维持的专业制作的内容。UGC被认为是出现在专业媒体内部或与专业媒体相对立的,通常是一种破坏性的、创造性的、推动变革的力量。我们的建议是,不要将UGC与专业或“制作人媒体”对立起来,也不要将其置于主观结合的混合形式(所谓的“亲消费者”或“亲业余”系统),而是与不同的标准(即媒体行业的正式和非正式元素)相关联。在本文中,我们为UGC系统及其与其他正式和非正式媒体活动的关系的比较和历史分析设定了一个框架,并以从游戏到对讲广播的例子加以说明。我们还考虑了将UGC历史解读为媒体行业中反复出现的动态而产生的政策影响,而不是数字文化中特定的消费者代理的表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Histories of User-Generated Content: Between Formal and Informal Media Economies
Debates about user-generated content (UGC) often depend on a contrast with its normative opposite, the professionally produced content that is supported and sustained by commercial media businesses or public organisations. UGC is seen to appear within or in opposition to professional media, often as a disruptive, creative, change-making force. Our suggestion is to position UGC not in opposition to professional or "producer media", or in hybridised forms of subjective combination with it (the so-called "pro-sumer" or "pro-am" system), but in relation to different criteria, namely the formal and informal elements in media industries. In this article, we set out a framework for the comparative and historical analysis of UGC systems and their relations with other formal and informal media activity, illustrated with examples ranging from games to talkback radio. We also consider the policy implications that emerge from a historicised reading of UGC as a recurring dynamic within media industries, rather than a manifestation of consumer agency specific to digital cultures.
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