Transcript Notebook

Social Media Communities of Consumption
COMM 2P91 – March 14th 2016.
Culture Industry
 Coined by Theodor Adorno & Max Horkheimer
 Refers to the collective operations of the media
i.e. television, radio, books, popular music and
films
 They conceptualized culture as something not
only manufactured - but also a tool for social
control
 Mass public has trouble distinguishing between
the ‘real world’ and the illusionary world created
by the industry of culture
Culture Industry
 critique society as being in a state of false
consciousness
 hides the reality of domination and oppression of
the masses under capitalism
 role of the media = offers consumers propaganda
which lulls them into accepting their conditions
 culture = a factory producing standardized cultural
goods to manipulate the masses into passivity and
political apathy
 consumption of mass culture makes people docile
and content, no matter how difficult their economic
circumstances
• Culture Industry
http://bit.ly/1BLSzAc
critiques
Theory does not seem to
account for resistance from
within the forms and
institutions of popular
consumer culture
Walter Benjamin (1969):
the culture industry also
produces rational and critical
consumers able to dissect and
discriminate among cultural
texts and performances, much
as sports fans learn to analyze
and criticize sports events
Active & interactive audiences
• We do much more than
mindlessly absorb and parrot the
content of the mass media
• Instead, the meaning that we see
or hear or read is the result of
negotiating between producers
and consumers and what is
carried through the media.
Recap: Culture Industries
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Produce culture
Standardize culture
Commodify culture
Reinforce politics of the dominant world view
Cultivate false needs created & satisfied by capitalism
in the medium, the industry & the society
See audiences as
 passive, undemanding, vulnerable, exploitable and
sentimental mass
 resistant to intellectual challenge and stimulation
 easy prey to consumerism and advertising and the
dreams and fantasies they have to sell
Today
• Gamification & Social Media – shaping user
behaviours for consumption
• User Reviews – new role of consumer in the
consumption process
• Challenge or reinforce theory of culture
industries?
Games
• “A game is a system in which players engage in
an artificial conflict, defined by rules, that
results in a quantifiable outcome.”
• Zimmerman & Salen “Rules of Play”
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Levels
Points
Missions
Badges
Rankings
Trophies
Gamification
• “Gamification works by making technology
more engaging, and by encouraging desired
behaviors, taking advantage of humans'
psychological predisposition to engage in
gaming.”
(wikipedia)
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Healthcare
Money & Banking
Shopping
Education
Media
Gamification
• Gamification – Game
Mechanics, Social
Games & G-Commerce
Virtual Economy
• http://bit.ly/Molq4K
• Games in Social Media
• http://bit.ly/KoEqvw
Gamification Trends
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Social Shopping
Game of Life
Milestones & Markers
Status & Success
Personal Brand-Building
User-Generated Content
Points, Currency, Reward
Scarcity
Visual
Merging Media & Gaming Elements
*Margaret Wallace, CEO Playmatics
Social shopping
• It’s all Social –
• Shopping is social by nature; communicates
status & identity, fulfills needs & desires
Social Shopping: Groupon
Game of Life
• Turning real life
experiences into game
events
Milestones & Markers
• Using game techniques to show progression
Status & Success
• Appealing to people’s need to achieve
• Appealing to competitive nature
Klout
“Klout is a
website and
mobile app that
uses social
media analytics
to rank its users
according to
online social
influence via
the "Klout
Score", which
is a numerical
value between
1 and 100.”
(wikipedia)
Personal Brand-Building
User-Generated Content (UGC)
• Incorporating user-created content into
experience to play off social context and to
foster engagement
• Facebook – Status Updates, Events, Like,
Comments, Wall Posts etc
Points, Currency & Reward
• Creating a virtual currency to increase
engagement
Creating Scarcity
• Using scarcity to force choices & create
demand
• Items Sold out – Add to Wish List
Visual Design
• Using game-like iconography in non-gaming
products
Merging of Media &
Gaming Elements
• Making social media properties more game
like
Merging of Media & Gaming Elements
World of Warcraft
Thoughts…
• What does gamification really mean – to
individuals & society?
• What is the significance behind the premise to
gamifying something?
Changing roles of consumer –
prosumers
• What is social capital?
– what friends/connections offer each other in
terms of resources
• How do we make decisions about the products we
consume & the services we use?
• Networks of friends & acquaintances
• Communities of Strangers
The Midas touch
Midas - Word Travels Fast
http://bit.ly/FR4fDV
• You use your network connections when you
need reliable & trustworthy information
Reviews…
• Travel: hotels, airlines etc
• Entertainment: Books, Movies, Games etc
• Services: Doctors, Mechanics, Stylists etc
…and more!
Yelp - Location Based
What to do about a bad review on Yelp
http://bit.ly/lK2qJJ
• Checks & balances
• Being objective about reviews
• Communities of strangers – virtual social
capital
Business Standpoint
20 ways to get reviews from customers
http://bit.ly/qkhcpf
7 Tips for Dealing With Upset Facebook Fans
http://bit.ly/w5bsKI
Air Force Web Posting Response Assessment
http://bit.ly/17uQs (info graph)
Changing relationships
From a business/company standpoint –
• How has the relationship between consumer
& corporation and customer/business
changed?
Reviews
• How many people in the class actively review
products & services?
– (few did last year)
– Why?
– Lack of time, not easy enough to provide feedback
– If you don’t hear from me, assume all is as it should
be
Today – Follow up
• Gamification & Social Media – shaping user
behaviours for consumption
• User Reviews – new role of consumer in the
consumption process
• Do these examples challenge or reinforce
theory of culture industries?