Creating and Distributing via Social Media

Creating and Distributing via Social Media

Wikinomics

•developed by Tapscott and Williams in 2006

•traditional collaboration has been superseded on a huge scale 

•wikinomics proves that smart firms can use modern collaboration to innovate, grow and succeed

•wikinomics is based on a 9 million dollar research project - 

•wikinomics shows how the masses of people can participate in the economy like never before 

dontappscott.com

Film distribution 30/40 years ago 



•cinemas

•magazines for advertisements and interviews 

•DVD/cassette 

•theatres 

•manual distribution process 

The Long Tail Theory 

•our ci=ulture and economy is increasingly shifting away from a focus on a relatively small number of hit mainstream products and markets 

•devised by Chris Anderson of Wired magazine 

•first published in 2004 and then as a book in 2009

•concerns mass vs niche products and audiences 

•the cost of distribution and production as dropped







































Star Wars Uncut

  • an example of a fan film
  • this is a film creates by fans of a particular film, who are not officially commissioned to do so 
  • this is an example of how online technologies have enables a 'participatory culture' (Henrey Jenkins 2006), in which audiences can now participate (prosume) in the products and meaning of cultural products 
  • http://www.starwarsuncunt.com/newhope
  • 2009, they asked to make star wars episodes into a fan film
  • he wanted 15 seconds  at a time
  • months later thousands of fans responded 
  • 2010 won a primetime Emmy in interactive media 
  • shows he harness how interactive media works 
  • directors cut, is a featured link which includes hand-picked films from star wars uncut 
  • crowdsourcing: The sourcing model in which individuals or organizations obtain goods and services, including ideas, voting, micro-tasks, and finances, from a large, relatively open, and often rapidly-evolving group of participants.
  • crowdfunding: Crowdfunding is the practice of funding a project or venture by raising small amounts of money from a large number of people, typically via the Internet. Crowdfunding is a form of crowdsourcing and alternative finance. In 2015, over US$34 billion was raised worldwide by crowdfunding
Task
Gaming:

How have online technologies changed the way in which genres, music, and ration are developed, creates, and distributes, and consumed?

-As technology has advanced, the thrill and allure of playing games have only increased, as well as it being more creativity, and satisfaction. 
-As time carries on more and more games would be consumed to the public, targeting a wider range of audiences 

Compare how two online technologies can be used to support media producers to plan their projects?

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