Creative practices and new media
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Transcript of Creative practices and new media
Creative practices and new media
Digital Interventions SeminarBarcelona, 7 June 2013
Gemma San Cornelio Estudios de Ciencias de la Información y la Comunicación
Universitat Oberta de Catalunya (UOC)
1 Research Framework
industries artists
Publics, prosumers independent creators
Convergence culture (Jenkins)Creative industries (Hartley)
Co-creativity (Banks, Deuze)
Free laborCreative class
Institutionalization of the bohemia
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• Hybrid identities and products: 'prosumer' (consumer + producer); 'proam' (amateur + professional); 'viewsers' (viewers + users); 'produser', user-generated content, long tail.
• Liberating discourses vs free labour discourses. The uncertainty around the restatement of creative work and professional roles: fusion of leisure and work through play. Free labor (Lazzaratto) The institutionalization of the bohemia (Neff, 2005)
Participation in digital culture
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• “Fusion of traditional arts (individual) with cultural industries”. (Hartley, 2005). Cultural and audiovisual industry currently is no such But are multiple micro initiatives that are created for a specific purpose. importance of social networks (Hartley, 2005)
• Based on individual work and free-lance, logic-based project, the hacker ethic of work and pleasure (which has always been a feature of the artists). Features of the "creative class" (Richard Florida, 2002).
Creative industries and new media
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• The phenomenon of consumers that are increasingly participative in the process of making and circulating media content and experiences (Banks & Deuze, 2009). Relating (implicitly or explicitly) industries with external agents that include audiences, fans, amateurs, or independent artists.
• Banks and Potts (2010). Relevance of users contribution to media. ‘non trivial component’ of media depeloped by consumers
• Oriented to INNOVATION• Banks and Potts (2010) Co-evolutionary model.
Co-creation
Conceptualizing co-creation critically
Developing case studies (and using them to theorize co-creation and participation)
- Artists in industries (published in Second Nature)- Modders in a filmmaking software - Digital Photography- Music remixes
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