Academic literature on the topic 'Keywords- Content Distribution Networks, Peer-to-Peer Networks, User s Generated Content, and Video-on-Demand'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the lists of relevant articles, books, theses, conference reports, and other scholarly sources on the topic 'Keywords- Content Distribution Networks, Peer-to-Peer Networks, User s Generated Content, and Video-on-Demand.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Journal articles on the topic "Keywords- Content Distribution Networks, Peer-to-Peer Networks, User s Generated Content, and Video-on-Demand"

1

K K A, Abdullah, Robert A B C, and Adeyemo A B. "August 2016 VOLUME 5, ISSUE 8, AUGUST 2016 5th Generation Wi-Fi Shatha Ghazal, Raina S Alkhlailah Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5801 ECG Arrhythmia Detection Using Choi-Williams Time-Frequency Distribution and Artificial Neural Network Sanjit K. Dash, G. Sasibhushana Rao Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5802 Data Security using RSA Algorithm in Cloud Computing Santosh Kumar Singh, Dr. P.K. Manjhi, Dr. R.K. Tiwari Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5803 Detection Algorithms in Medical Imaging Priyanka Pareek, Pankaj Dalal Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5804 A Review Study on the CPU Scheduling Algorithms Shweta Jain, Dr. Saurabh Jain Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5805 Healthcare Biosensors - A Paradigm Shift To Wireless Technology Taha Mukhtar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5806 Congestion Control for Peer to Peer Application using Random Early Detection Algorithm Sonam Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5807 Quantitative and Qualitative Analysis of Milk Parameters using Arduino Controller Y.R. Bhamare, M.B. Matsagar, C.G. Dighavkar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5808 Ardunio Based Security and Safety using GSM as Fault Alert System for BTS (Base Transceiver Station) Umeshwari Khot, Prof. Venkat N. Ghodke Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5809 Automatic Single and Multi Topic Summarization and Evolution to Generate Timeline Mrs. V. Meenakshi, Ms. S. Jeyanthi Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5810 Data Hiding in Encrypted HEVC/AVC Video Streams Saltanat Shaikh, Prof. Shahzia Sayyad Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5811 A Study of Imbalanced Classification Problem P. Rajeshwari, D. Maheshwari Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5812 Design of PTL based Area Efficient and Low Power 4-bit ALU Saraabu Narendra Achari, Mr. C. Pakkiraiah Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5813 The Design of Driver Safety Awareness and Assistance System through Sleep Activated and Auto Brake System for Vehicle Control D. Sivabalaselvamani, Dr. A. Tamilarasi, L. Rahunathan and A.S. Harishankher Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5814 Parameters Selection, Applications & Convergence Analysis of PSO Algorithms Sachin Kumar, Mr. N.K. Gupta Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5815 Effective Pattern Deploying Model for the Document Restructuring and Classification Niketa, Jharna Chopra Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5816 Cataloging Telugu Sentences by Hidden Morkov Techniques V. Suresh Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5817 Biometrics for Cell Phone Safety Jyoti Tiwari, Santosh Kumar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5818 Digital Image Watermarking using Modified DWT&DCT Combination and Bi Linear Interpolation Yannam .Nagarjuna, K. Chaitanya Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5819 Comparative Study and Analysis on the Techniques of Web Mining Dipika Sahu, Yamini Chouhan Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5820 A Review of MIL-STD-1553 Bus Trends and Future K. Padmanabham, Prabhakar Kanugo, Dr. K. Nagabhushan Raju, M. Chandrashekar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5821 Design of QPSK Digital Modulation Scheme Using Turbo Codes for an Air Borne System D. Sai Brunda, B. Geetha Rani Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5822 An Efficient Locally Weighted Spectral Cluster for Automatic Image Segmentation Vishnu Priya M, J Santhosh Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5823 An Efficient Sliding Window Based Micro Cluster Over Data Streams Nancy Mary, A. Venugopal Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5824 Comparative Analysis of Traditional Frequency Reuse Techniques in LTE Network Neelam Rani, Dr. Sanjeev Kumar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5825 Score Level Integration of Fingerprint and Hand Geometry Biometrics Jyoti Tiwari, Santosh Kumar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5826 CHARM: Intelligently Cost and Bandwidth Detection for FTP Servers using Heuristic Algorithm Shiva Urolagin Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5827 Image Enhancement Using Modified Exposure Based Histogram SK. Nasreen, N. Anupama Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5828 Human Gesture Based Recognition and Classification Using MATLAB Suman, Er. Kapil Sirohi Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5829 Image Denoising- A Novel Approach Dipali D. Sathe, Prof. K.N. Barbole Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5830 Design of Low Pass Digital FIR Filter Using Nature Inspired Technique Nisha Rani, Balraj Singh, Darshan Singh Sidhu Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5831 Issues and Challenges in Software Quality Assurance Himangi, Surender singh Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5832 Hybridization of GSA and AFSA to Detect Black Hole Attack in Wireless Sensor Network Soni Rani, Charanjit Singh Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5833 Reversible Watermarking Technique for Data Hiding, Accurate Tamper Detection in ROI and Exact Recovery of ROI Y. Usha Madhuri, K. Chaitanya Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5834 Fault Tolerance and Concurrency Control in Heterogeneous Distributed Database Systems Sagar Patel, Meghna Burli, Nidhi Shah, Prof. (Mrs.) Vinaya Sawant Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5835 Collection of Offline Tamil Handwriting Samples and Database Creation D. Rajalakshmi, Dr. S.K. Jayanthi Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5836 Overview of Renewable Energy in Maharashtra Mr. Sagar P. Thombare, Mr. Vishal Gunjal, Miss. Snehal Bhandarkar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5837 Comparative Analysis of Efficient Image Steganographic Technique with the 2-bit LSB Algorithm for Color Images K. S. Sadasiva Rao, Dr A. Damodaram Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5838 An Efficient Reverse Converter Design for Five Moduli Set RNS Y. Ayyavaru Reddy, B. Sekhar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5839 VLSI Design of Area Efficient High Performance SPMV Accelerator using VBW-CBQCSR Scheme N. Narasimharao, A. Mallaiah Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5840 Customer Retention of MCDR using 3SCDM Approaches Suban Ravichandran, Chandrasekaran Ramasamy Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5841 User Privacy and Data Trustworthiness in Mobile Crowd Sensing Ms. T. Sharadha, Dr. R. Vijaya Bhanu Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5842 A Safe Anti-Conspiracy Data Model For Changing Groups in Cloud G. Ajay Kumar, Devaraj Verma C Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5843 Scope and Adoption of M-Commerce in India Anurag Mishra, Sanjay Medhavi, Khan Shah Mohd, P.C. Mishra Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5844 A Secure Data Hiding Scheme For Color Image Mrs. S.A. Bhavani Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5845 A Study of Different Content Based Image Retrieval Techniques C. Gururaj, D. Jayadevappa, Satish Tunga Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5846 Cache Management for Big Data Applications: Survey Kiran Grover, Surender Singh Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5847 Survey on Energy Efficient Protocols and Challenges in IOT Syeda Butool Fatima, Sayyada Fahmeeda Sultana, Sadiya Ansari Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5848 Educational Data Mining For Evaluating Students Performance Sampreethi P.K, VR. Nagarajan Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5849 Iterative Pareto Principle for Software Test Case Prioritization Manas Kumar Yogi, G. Vijay Kumar, D. Uma Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5850 Localization Techniques in Wireless Sensor Networks: A Review Abhishek Kumar, Deepak Prashar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5851 Ensemble Averaging Filter for Noise Reduction Tom Thomas Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5852 Survey Paper on Get My Route Application Shubham A. Purohit, Tushar R. Khandare, Prof. Swapnil V. Deshmukh Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5853 Design and Implementation of Smart Car with Self-Navigation and Self-Parking Systems using Sensors and RFID Technology Madhuri M. Bijamwar, Prof. S.G. Kole, Prof. S.S. Savkare Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5854 Comparison Study of Induction Motor Drives using Microcontroller and FPGA Sooraj M S, Sreerag K T V Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5855 A Survey on Text Categorization Senthil Kumar B, Bhavitha Varma E Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5856 Multirate Signal Reconstruction Using Two Channel Orthogonal Filter Bank Sijo Thomas, Darsana P Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5857 The Multi-keyword Synonym Search for Encrypted Cloud Data Using Clustering Method Monika Rani H G, Varshini Vidyadhar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5858 A Review on Various Speech Enhancement Techniques Alugonda Rajani, Soundarya .S.V.S Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5859 A Survey on Various Spoofing Attacks and Image Fusion Techniques Pravallika .P, Dr. K. Satya Prasad Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5860 Non-Invasive Vein Detection using Infra-red Rays Aradhana Singh, Dr. S.C. Prasanna Kumar, Dr. B.G. Sudershan Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5861 Boundary-Polygons for Minutiae based Fingerprinst Recognition Kusha Maharshi, Prashant Sahai Saxena Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5862 Image Forgery Detection on Digital Images Nimi Susan Saji, Ranjitha Rajan Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5863 Enhancing Information Security in Big Data Renu Kesharwani Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5864 Secure Multi-Owner Data Sharing for Dynamic Groups in Cloud Ms. Nilophar M. Masuldar, Prof. V. P. Kshirsagar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5865 Compact Microstrip Octagonal Slot Antenna for Wireless Communication Applications Thasneem .H, Midhun Joy Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5866 ‘Aquarius’- Smart IOT Technology for Water Level Monitoring System Prof. A. M. Jagtap, Bhaldar Saniya Sikandar, Shinde Sharmila Shivaji, Khalate Vrushali Pramod, Nirmal Kalyani Sarangdhar Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5867 Future of Results in Select Search Engine Peerzada Mohammad Iqbal, Dr. Abdul Majid Baba, Aasim Bashir Abstract | PDF with Text | DOI: 10.17148/IJARCCE.2016.5868 Semantic Indexing Techniques on Information Retrieval of Web Content." IJARCCE 5, no. 8 (August 30, 2016): 347–52. http://dx.doi.org/10.17148/ijarcce.2016.5869.

Full text
APA, Harvard, Vancouver, ISO, and other styles
2

Moore, Christopher Luke. "Digital Games Distribution: The Presence of the Past and the Future of Obsolescence." M/C Journal 12, no. 3 (July 15, 2009). http://dx.doi.org/10.5204/mcj.166.

Full text
Abstract:
A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in the regular flow of merchandise transforming computer and video games stores into simulation music stores, filled with replica guitars, drum kits, microphones and other products whose half-lives are short and whose obsolescence is anticipated in the annual cycles of consumption and disposal. This paper explores the connection between e-waste and obsolescence in the games industry, and argues for the further consideration of consumers as part of the solution to the problem of e-waste. It uses a case study of the PC digital distribution software platform, Steam, to suggest that the digital distribution of games may offer an alternative model to market driven software and hardware obsolescence, and more generally, that such software platforms might be a place to support cultures of consumption that delay rather than promote hardware obsolescence and its inevitability as e-waste. The question is whether there exists a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities (its current 'green' benefit), but also for supporting consumer practices that further reduce e-waste. The games industry relies on a rapid production and innovation cycle, one that actively enforces hardware obsolescence. Current video game consoles, including the PlayStation 3, the Xbox 360 and Nintendo Wii, are the seventh generation of home gaming consoles to appear within forty years, and each generation is accompanied by an immense international transportation of games hardware, software (in various storage formats) and peripherals. Obsolescence also occurs at the software or content level and is significant because the games industry as a creative industry is dependent on the extensive management of multiple intellectual properties. The computing and video games software industry operates a close partnership with the hardware industry, and as such, software obsolescence directly contributes to hardware obsolescence. The obsolescence of content and the redundancy of the methods of policing its scarcity in the marketplace has been accelerated and altered by the processes of disintermediation with a range of outcomes (Flew). The music industry is perhaps the most advanced in terms of disintermediation with digital distribution at the center of the conflict between the legitimate and unauthorised access to intellectual property. This points to one issue with the hypothesis that digital distribution can lead to a reduction in hardware obsolescence, as the marketplace leader and key online distributor of music, Apple, is also the major producer of new media technologies and devices that are the paragon of stylistic obsolescence. Stylistic obsolescence, in which fashion changes products across seasons of consumption, has long been observed as the dominant form of scaled industrial innovation (Slade). Stylistic obsolescence is differentiated from mechanical or technological obsolescence as the deliberate supersedence of products by more advanced designs, better production techniques and other minor innovations. The line between the stylistic and technological obsolescence is not always clear, especially as reduced durability has become a powerful market strategy (Fitzpatrick). This occurs where the design of technologies is subsumed within the discourses of manufacturing, consumption and the logic of planned obsolescence in which the product or parts are intended to fail, degrade or under perform over time. It is especially the case with signature new media technologies such as laptop computers, mobile phones and portable games devices. Gamers are as guilty as other consumer groups in contributing to e-waste as participants in the industry's cycles of planned obsolescence, but some of them complicate discussions over the future of obsolescence and e-waste. Many gamers actively work to forestall the obsolescence of their games: they invest time in the play of older games (“retrogaming”) they donate labor and creative energy to the production of user-generated content as a means of sustaining involvement in gaming communities; and they produce entirely new game experiences for other users, based on existing software and hardware modifications known as 'mods'. With Guitar Hero and other 'rhythm' games it would be easy to argue that the hardware components of this genre have only one future: as waste. Alternatively, we could consider the actual lifespan of these objects (including their impact as e-waste) and the roles they play in the performances and practices of communities of gamers. For example, the Elmo Guitar Hero controller mod, the Tesla coil Guitar Hero controller interface, the Rock Band Speak n' Spellbinder mashup, the multiple and almost sacrilegious Fender guitar hero mods, the Guitar Hero Portable Turntable Mod and MAKE magazine's Trumpet Hero all indicate a significant diversity of user innovation, community formation and individual investment in the post-retail life of computer and video game hardware. Obsolescence is not just a problem for the games industry but for the computing and electronics industries more broadly as direct contributors to the social and environmental cost of electrical waste and obsolete electrical equipment. Planned obsolescence has long been the experience of gamers and computer users, as the basis of a utopian mythology of upgrades (Dovey and Kennedy). For PC users the upgrade pathway is traversed by the consumption of further hardware and software post initial purchase in a cycle of endless consumption, acquisition and waste (as older parts are replaced and eventually discarded). The accumulation and disposal of these cultural artefacts does not devalue or accrue in space or time at the same rate (Straw) and many users will persist for years, gradually upgrading and delaying obsolescence and even perpetuate the circulation of older cultural commodities. Flea markets and secondhand fairs are popular sites for the purchase of new, recent, old, and recycled computer hardware, and peripherals. Such practices and parallel markets support the strategies of 'making do' described by De Certeau, but they also continue the cycle of upgrade and obsolescence, and they are still consumed as part of the promise of the 'new', and the desire of a purchase that will finally 'fix' the users' computer in a state of completion (29). The planned obsolescence of new media technologies is common, but its success is mixed; for example, support for Microsoft's operating system Windows XP was officially withdrawn in April 2009 (Robinson), but due to the popularity in low cost PC 'netbooks' outfitted with an optimised XP operating system and a less than enthusiastic response to the 'next generation' Windows Vista, XP continues to be popular. Digital Distribution: A Solution? Gamers may be able to reduce the accumulation of e-waste by supporting the disintermediation of the games retail sector by means of online distribution. Disintermediation is the establishment of a direct relationship between the creators of content and their consumers through products and services offered by content producers (Flew 201). The move to digital distribution has already begun to reduce the need to physically handle commodities, but this currently signals only further support of planned, stylistic and technological obsolescence, increasing the rate at which the commodities for recording, storing, distributing and exhibiting digital content become e-waste. Digital distribution is sometimes overlooked as a potential means for promoting communities of user practice dedicated to e-waste reduction, at the same time it is actively employed to reduce the potential for the unregulated appropriation of content and restrict post-purchase sales through Digital Rights Management (DRM) technologies. Distributors like Amazon.com continue to pursue commercial opportunities in linking the user to digital distribution of content via exclusive hardware and software technologies. The Amazon e-book reader, the Kindle, operates via a proprietary mobile network using a commercially run version of the wireless 3G protocols. The e-book reader is heavily encrypted with Digital Rights Management (DRM) technologies and exclusive digital book formats designed to enforce current copyright restrictions and eliminate second-hand sales, lending, and further post-purchase distribution. The success of this mode of distribution is connected to Amazon's ability to tap both the mainstream market and the consumer demand for the less-than-popular; those books, movies, music and television series that may not have been 'hits' at the time of release. The desire to revisit forgotten niches, such as B-sides, comics, books, and older video games, suggests Chris Anderson, linked with so-called “long tail” economics. Recently Webb has queried the economic impact of the Long Tail as a business strategy, but does not deny the underlying dynamics, which suggest that content does not obsolesce in any straightforward way. Niche markets for older content are nourished by participatory cultures and Web 2.0 style online services. A good example of the Long Tail phenomenon is the recent case of the 1971 book A Lion Called Christian, by Anthony Burke and John Rendall, republished after the author's film of a visit to a resettled Christian in Africa was popularised on YouTube in 2008. Anderson's Long Tail theory suggests that over time a large number of items, each with unique rather than mass histories, will be subsumed as part of a larger community of consumers, including fans, collectors and everyday users with a long term interest in their use and preservation. If digital distribution platforms can reduce e-waste, they can perhaps be fostered by to ensuring digital consumers have access to morally and ethically aware consumer decisions, but also that they enjoy traditional consumer freedoms, such as the right to sell on and change or modify their property. For it is not only the fixation on the 'next generation' that contributes to obsolescence, but also technologies like DRM systems that discourage second hand sales and restrict modification. The legislative upgrades, patches and amendments to copyright law that have attempted to maintain the law's effectiveness in competing with peer-to-peer networks have supported DRM and other intellectual property enforcement technologies, despite the difficulties that owners of intellectual property have encountered with the effectiveness of DRM systems (Moore, Creative). The games industry continues to experiment with DRM, however, this industry also stands out as one of the few to have significantly incorporated the user within the official modes of production (Moore, Commonising). Is the games industry capable (or willing) of supporting a digital delivery system that attempts to minimise or even reverse software and hardware obsolescence? We can try to answer this question by looking in detail at the biggest digital distributor of PC games, Steam. Steam Figure 1: The Steam Application user interface retail section Steam is a digital distribution system designed for the Microsoft Windows operating system and operated by American video game development company and publisher, Valve Corporation. Steam combines online games retail, DRM technologies and internet-based distribution services with social networking and multiplayer features (in-game voice and text chat, user profiles, etc) and direct support for major games publishers, independent producers, and communities of user-contributors (modders). Steam, like the iTunes games store, Xbox Live and other digital distributors, provides consumers with direct digital downloads of new, recent and classic titles that can be accessed remotely by the user from any (internet equipped) location. Steam was first packaged with the physical distribution of Half Life 2 in 2004, and the platform's eventual popularity is tied to the success of that game franchise. Steam was not an optional component of the game's installation and many gamers protested in various online forums, while the platform was treated with suspicion by the global PC games press. It did not help that Steam was at launch everything that gamers take objection to: a persistent and initially 'buggy' piece of software that sits in the PC's operating system and occupies limited memory resources at the cost of hardware performance. Regular updates to the Steam software platform introduced social network features just as mainstream sites like MySpace and Facebook were emerging, and its popularity has undergone rapid subsequent growth. Steam now eclipses competitors with more than 20 million user accounts (Leahy) and Valve Corporation makes it publicly known that Steam collects large amounts of data about its users. This information is available via the public player profile in the community section of the Steam application. It includes the average number of hours the user plays per week, and can even indicate the difficulty the user has in navigating game obstacles. Valve reports on the number of users on Steam every two hours via its web site, with a population on average between one and two million simultaneous users (Valve, Steam). We know these users’ hardware profiles because Valve Corporation makes the results of its surveillance public knowledge via the Steam Hardware Survey. Valve’s hardware survey itself conceptualises obsolescence in two ways. First, it uses the results to define the 'cutting edge' of PC technologies and publishing the standards of its own high end production hardware on the companies blog. Second, the effect of the Survey is to subsequently define obsolescent hardware: for example, in the Survey results for April 2009, we can see that the slight majority of users maintain computers with two central processing units while a significant proportion (almost one third) of users still maintained much older PCs with a single CPU. Both effects of the Survey appear to be well understood by Valve: the Steam Hardware Survey automatically collects information about the community's computer hardware configurations and presents an aggregate picture of the stats on our web site. The survey helps us make better engineering and gameplay decisions, because it makes sure we're targeting machines our customers actually use, rather than measuring only against the hardware we've got in the office. We often get asked about the configuration of the machines we build around the office to do both game and Steam development. We also tend to turn over machines in the office pretty rapidly, at roughly every 18 months. (Valve, Team Fortress) Valve’s support of older hardware might counter perceptions that older PCs have no use and begins to reverse decades of opinion regarding planned and stylistic obsolescence in the PC hardware and software industries. Equally significant to the extension of the lives of older PCs is Steam's support for mods and its promotion of user generated content. By providing software for mod creation and distribution, Steam maximises what Postigo calls the development potential of fan-programmers. One of the 'payoffs' in the information/access exchange for the user with Steam is the degree to which Valve's End-User Licence Agreement (EULA) permits individuals and communities of 'modders' to appropriate its proprietary game content for use in the creation of new games and games materials for redistribution via Steam. These mods extend the play of the older games, by requiring their purchase via Steam in order for the individual user to participate in the modded experience. If Steam is able to encourage this kind of appropriation and community support for older content, then the potential exists for it to support cultures of consumption and practice of use that collaboratively maintain, extend, and prolong the life and use of games. Further, Steam incorporates the insights of “long tail” economics in a purely digital distribution model, in which the obsolescence of 'non-hit' game titles can be dramatically overturned. Published in November 2007, Unreal Tournament 3 (UT3) by Epic Games, was unappreciated in a market saturated with games in the first-person shooter genre. Epic republished UT3 on Steam 18 months later, making the game available to play for free for one weekend, followed by discounted access to new content. The 2000 per cent increase in players over the game's 'free' trial weekend, has translated into enough sales of the game for Epic to no longer consider the release a commercial failure: It’s an incredible precedent to set: making a game a success almost 18 months after a poor launch. It’s something that could only have happened now, and with a system like Steam...Something that silently updates a purchase with patches and extra content automatically, so you don’t have to make the decision to seek out some exciting new feature: it’s just there anyway. Something that, if you don’t already own it, advertises that game to you at an agreeably reduced price whenever it loads. Something that enjoys a vast community who are in turn plugged into a sea of smaller relevant communities. It’s incredibly sinister. It’s also incredibly exciting... (Meer) Clearly concerns exist about Steam's user privacy policy, but this also invites us to the think about the economic relationship between gamers and games companies as it is reconfigured through the private contractual relationship established by the EULA which accompanies the digital distribution model. The games industry has established contractual and licensing arrangements with its consumer base in order to support and reincorporate emerging trends in user generated cultures and other cultural formations within its official modes of production (Moore, "Commonising"). When we consider that Valve gets to tax sales of its virtual goods and can further sell the information farmed from its users to hardware manufacturers, it is reasonable to consider the relationship between the corporation and its gamers as exploitative. Gabe Newell, the Valve co-founder and managing director, conversely believes that people are willing to give up personal information if they feel it is being used to get better services (Leahy). If that sentiment is correct then consumers may be willing to further trade for services that can reduce obsolescence and begin to address the problems of e-waste from the ground up. Conclusion Clearly, there is a potential for digital distribution to be a means of not only eliminating the need to physically transport commodities but also supporting consumer practices that further reduce e-waste. For an industry where only a small proportion of the games made break even, the successful relaunch of older games content indicates Steam's capacity to ameliorate software obsolescence. Digital distribution extends the use of commercially released games by providing disintermediated access to older and user-generated content. For Valve, this occurs within a network of exchange as access to user-generated content, social networking services, and support for the organisation and coordination of communities of gamers is traded for user-information and repeat business. Evidence for whether this will actively translate to an equivalent decrease in the obsolescence of game hardware might be observed with indicators like the Steam Hardware Survey in the future. The degree of potential offered by digital distribution is disrupted by a range of technical, commercial and legal hurdles, primary of which is the deployment of DRM, as part of a range of techniques designed to limit consumer behaviour post purchase. While intervention in the form of legislation and radical change to the insidious nature of electronics production is crucial in order to achieve long term reduction in e-waste, the user is currently considered only in terms of 'ethical' consumption and ultimately divested of responsibility through participation in corporate, state and civil recycling and e-waste management operations. The message is either 'careful what you purchase' or 'careful how you throw it away' and, like DRM, ignores the connections between product, producer and user and the consumer support for environmentally, ethically and socially positive production, distribrution, disposal and recycling. This article, has adopted a different strategy, one that sees digital distribution platforms like Steam, as capable, if not currently active, in supporting community practices that should be seriously considered in conjunction with a range of approaches to the challenge of obsolescence and e-waste. References Anderson, Chris. "The Long Tail." Wired Magazine 12. 10 (2004). 20 Apr. 2009 ‹http://www.wired.com/wired/archive/12.10/tail.html›. De Certeau, Michel. The Practice of Everyday Life. Berkeley: U of California P, 1984. Dovey, Jon, and Helen Kennedy. Game Cultures: Computer Games as New Media. London: Open University Press,2006. Fitzpatrick, Kathleen. The Anxiety of Obsolescence. Nashville: Vanderbilt UP, 2008. Flew, Terry. New Media: An Introduction. South Melbourne: Oxford UP, 2008. Leahy, Brian. "Live Blog: DICE 2009 Keynote - Gabe Newell, Valve Software." The Feed. G4TV 18 Feb. 2009. 16 Apr. 2009 ‹http://g4tv.com/thefeed/blog/post/693342/Live-Blog-DICE-2009-Keynote-–-Gabe-Newell-Valve-Software.html›. Meer, Alec. "Unreal Tournament 3 and the New Lazarus Effect." Rock, Paper, Shotgun 16 Mar. 2009. 24 Apr. 2009 ‹http://www.rockpapershotgun.com/2009/03/16/unreal-tournament-3-and-the-new-lazarus-effect/›.Moore, Christopher. "Commonising the Enclosure: Online Games and Reforming Intellectual Property Regimes." Australian Journal of Emerging Technologies and Society 3. 2, (2005). 12 Apr. 2009 ‹http://www.swin.edu.au/sbs/ajets/journal/issue5-V3N2/abstract_moore.htm›. Moore, Christopher. "Creative Choices: Changes to Australian Copyright Law and the Future of the Public Domain." Media International Australia 114 (Feb. 2005): 71–83. Postigo, Hector. "Of Mods and Modders: Chasing Down the Value of Fan-Based Digital Game Modification." Games and Culture 2 (2007): 300-13. Robinson, Daniel. "Windows XP Support Runs Out Next Week." PC Business Authority 8 Apr. 2009. 16 Apr. 2009 ‹http://www.pcauthority.com.au/News/142013,windows-xp-support-runs-out-next-week.aspx›. Straw, Will. "Exhausted Commodities: The Material Culture of Music." Canadian Journal of Communication 25.1 (2000): 175. Slade, Giles. Made to Break: Technology and Obsolescence in America. Cambridge: Harvard UP, 2006. Valve. "Steam and Game Stats." 26 Apr. 2009 ‹http://store.steampowered.com/stats/›. Valve. "Team Fortress 2: The Scout Update." Steam Marketing Message 20 Feb. 2009. 12 Apr. 2009 ‹http://storefront.steampowered.com/Steam/Marketing/message/2269/›. Webb, Richard. "Online Shopping and the Harry Potter Effect." New Scientist 2687 (2008): 52-55. 16 Apr. 2009 ‹http://www.newscientist.com/article/mg20026873.300-online-shopping-and-the-harry-potter-effect.html?page=2›. With thanks to Dr Nicola Evans and Dr Frances Steel for their feedback and comments on drafts of this paper.
APA, Harvard, Vancouver, ISO, and other styles
3

Meese, James. "“It Belongs to the Internet”: Animal Images, Attribution Norms and the Politics of Amateur Media Production." M/C Journal 17, no. 2 (February 24, 2014). http://dx.doi.org/10.5204/mcj.782.

Full text
Abstract:
Cute pictures of animals feature as an inoffensive and adorable background to the contemporary online experience with cute content regularly shared on social media platforms. Indeed the demand for cuteness is so strong in the current cultural milieu that some animals become recognisable animal celebrities in the process (Hepola). However, despite the existence of this professionalisation in some sections of the cute economy, amateurs produce the majority of cute content that circulates online. This is largely because one of the central contributors to this steady stream of cute animal pictures is the subforum Aww, hosted on the online community Reddit. Aww is wholly dedicated to pictures of cute things and allows users to directly submit cute content directly to the site. Aww is one of the default subforums that new Reddit users are automatically subscribed to and is immensely popular, featuring over 4.2 million dedicated subscribers as well as untold casual visits. The section is self-described as: “Things that make you go AWW! -- like puppies, and bunnies, and so on...Feel free to post pictures, videos and stories of cute things” ("The cutest things on the internet!"). Users upload cute animal photos that they have taken and wait for the Reddit community to vote on their favourite pictures. The voting mechanism helps users to acknowledge their favourite posts, with the most popular featured on the front page of Aww (for a detailed critique of this process see van der Nagel 2013). The user-generated model of the site means that instead of visitors being confronted with a formally curated selection of cute animal photos, Aww offers a constantly changing mixture of amateur, semi-pro and professional content. Aww - and Reddit more generally - stand as an emblematic example of participatory culture (Jenkins 2006), with users playing an active role in the production and curation of online content. However, given the commercial nature of many user-generated content sites, this amateur media activity is becoming increasingly subject to intellectual property claims and conflicts (see Burgess; Kennedy). Across the internet there are growing tensions between website operators and amateur producers. As Jenny Kennedy (132) notes, while these platforms promote a public rhetoric of “sharing”, these corporate narratives “downplay their economic power” and imply “that they do not control the practices contained within their sites”. Subsequently, the expectations of users regarding how content is managed and organised can differ substantially from the corporate goals of social media companies. This paper contributes to the growing body of literature interested in the politics of amateur media production (see Hunter and Lastowka; Benkler; Burgess; Kennedy) by exploring the emergence of attribution norms and informal enforcement measures in and around the Aww online community. In contrast to professional content creators, amateurs often have fewer resources on hand to protect their copyrighted work and are also challenged by a pervasive online rhetoric that suggests that popular content essentially “belongs to the Internet” (Douglas). A number of communities on Reddit have questioned the company’s handling of amateur content with users suggesting that Reddit actively seeks to de-contextualise original content and not attribute original creators. By examining how amateur creators and online communities regulate content online, I interrogate the power relations that exist between social media platforms and users and explore how the corporate rhetoric of participatory culture interacts with the legal framework of copyright law. This article also contributes to existing legal scholarship on communities of practice and norms-based intellectual property systems. This literature has explored how social norms effectively regulate the protection of, among other things, recipes (Fauchart and Von Hippel), fashion design (Raustiala and Sprigman) and stand-up comedy routines (Oliar and Sprigman), in situations where copyright law does not function as an effective regulatory mechanism. Often these norms are in line with copyright law protections, but in other cases they diverge from these legal principles. In this paper I suggest that particular sections of Reddit function in a similar way, with their own set of self-governing norms, and that these norms largely align with the philosophical aims of copyright law. The paper begins by outlining a series of recent debates that have occurred between amateur media creators and Reddit, before exploring how norms are regulated on Reddit subforums Aww and Karma Court. I then offer some brief conclusions on the value of paying attention to how social norms structure forms of “sharing” (see Kennedy) and provide a useful way for amateur media producers to protect their content without going through formal legal processes. Introducing Reddit and the Confused Politics of Amateur Content Reddit is a social news site, a vibrant community and one of the most popular websites online. It stands as the most visible iteration of a long-standing tradition of user-generated and managed news, one that goes back to websites like Slashdot, which operated in the mid to late-90s. Founded in 2005 Reddit was launched after only one funding round of venture capital, receiving $100k in seed funding from Y Combinatory (Miller). Despite some early rivalry between Reddit and competitor site Digg, Reddit had enough potential to be purchased by Condé Nast for an estimated $20 million (Carr). Reddit’s audience numbers have grown exponentially in the last few years, with the site currently receiving over 5 billion page views and 114 million unique visitors per month (“About Reddit”). It has also changed focus significantly in the last few years with the site now “as much about posting interesting or funny pictures as it is about news” (Sepponen). Reddit hosts a number of individual subforums (called subreddits), which focus on a particular topic and function essentially like online bulletin boards. The front-page of Reddit showcases the most popular content from across the whole website, and user-generated content features heavily here. Amateur media cannot spread without the structural support of social media platforms, but this support is qualified in particular ways. Reddit stands as a paradigmatic case. Users on Reddit are “incentivized to submit direct links to images, because viewers can get to them more easily” (Douglas) and the website encourages amateur creators to use a preferred content server – Imgur – to host images. The Imgur service provides a direct public link to an image – even bypassing the Reddit discussion page – and with its free hosting and limited ads it has become a popular service and is used by most Reddit users (Slater-Robins). For the majority of Reddit users this is an unproblematic partnership. Imgur is free, effective and fast. However, a vocal minority of Reddit users and amateur creators claim that the partnership between Reddit and Imgur has created the equivalent of an online ghetto (Douglas).As Nick Douglas explains, when using services like Imgur there is no requirement to either provide an external link to a creators website or to attribute the creator, limiting the ability for an amateur creator to gain exposure. It also bypasses existing revenue streams that may have been set up by creators, including ad-supported websites or online stores offering merchandise. As a result creators have little opportunity to benefit either economically or reputationally from this system. This occurs to such an extent that “there are actually warnings against submitting your own [original] work” to particular subforums on Reddit (Douglas). For example, some forum moderators require submissions to either “link directly to a specific image file or to a website with minimal ads” (“Reddit Pics”). It is in this context, that the posting of original content without attribution is not actively policed. There are a number of complaints circulating within the Reddit community about these practices (see “Ok, look people. I know you heart Imgur, but webcomics? Just link to the freaking site”; “The problem with reddit”). Many creators have directly protested against this aspect of Reddit’s structural organisation. Blogger Benjamin Grelle (a.k.a The Frogman) and writer Chris Menning are two notable examples. Grelle’s protest was witty and dramatic. He wrote a blog post featuring a picture of an email he sent to Imgur offering the company a choice: send him a huge novelty check for $10,000 or alternatively, add a proper attribution system that allows artists, photographers and content creators to properly credit their work. Grelle estimates that his work generated around $20,000 in ad revenue for Imgur; however the structure of Reddit and Imgur meant he earned little income from the “viral” success of his content. Grelle claimed he was happy for his work to be shared, but attribution meant that it was more likely a fan would follow the link to his website and provide him with some financial recompense for his work. Unsurprisingly, Grelle didn’t receive a paycheck and so in response has developed a unique way to gain exposure. He has started to insert himself into his work, “[s]o when you see a stolen Frogman piece, you still see Ben Grelle’s face” (Douglas). Chris Menning posted a blog about being banned from Reddit, hoping to bring to light some of the inequalities that persist around Reddit’s current structure. He began by noting that he had received a significant amount of traffic from them in the past. He had responded in kind by looking to create original content for particular subforums, knowing what a particular community would enjoy. However, his habit of providing the link to his own website along with the content he posted saw him get labelled as a spammer and banned by administrators. Menning chose not to fight the ban:It seems that the only way I could avoid [getting banned] is if I were to relinquish any rights to my original content and post it exclusively to Imgur. In effect, reddit punishes the creation of original content, and rewards content theft (Menning). Instead he decided to quit Reddit, claiming that Reddit’s approach would carry long-term consequences as the platform provided little incentive for creators to produce wholly original content. It is worth noting that neither Menning nor Grelle turned to legal avenues in order to gain financial restitution. Considering the nature of the practices they were complaining about, compensation in the form of an injunction or damages would have certainly been possible. In Benjamin’s case, a user had combined a number of his copyrighted works into one image and posted the image to Imgur without attribution --this infringed Grelle’s copyright in his work as well as his moral right to be attributed as the creator of the work. However, the public comments of both creators suggest that despite the possibility of legal success, their issue was not so much to do with their individual cases but rather the broader structural issues at play within Reddit. While they might gain individually from a successful legal challenge, over the long term Reddit would continue to be a fraught place for amateur and semi-professional content creators. Certain parts of the Reddit community appear to be sympathetic to these issues, and the complaints of dissenting users like Menning and Grelle have received active support from some users and moderators on the site. This has led to changes in the way content is being posted and managed on Aww, and has also driven the emergence of a satirical user-run court entitled Karma Court. In these spaces moderators and members establish community norms, regularly police the correct attribution of works and challenge the de-contextualisation of content overtly encouraged by Reddit, Imgur and other subforums. In the following section I will examine both Aww and Karma Court in order to explore how these norms are established and negotiated by both moderators and users alike. reddit.com/r/aww: The Online Hub of Cute Animal Pictures As we have seen, the design of Reddit and Imgur creates a number of problems for amateur creators who wish to protect their intellectual property. To address these shortcomings, the Aww community has created its own informal regulatory systems. Volunteer moderators play a crucial role: they establish informal codes of conduct for the Aww community and enforce various rules about how the site should be used. One of these rules relates to attribution. Users are asked to to “post original content whenever possible or attribute original content creators” ("The cutest things on the internet!"). Due to the volunteer nature of the work and the size of the Aww sub-reddit, moderator enforcement is haphazard. Consequently, responsibility falls on the wider user community to self-police. Despite its informal nature, this process manages to facilitate a fairly consistent standard of attribution. In this way it functions as an informal method of intellectual property protection. It is worth noting however that this commitment to original content is not solely due to the moral character of Aww users. A significant motivation is the distribution of karma points amongst Reddit users. Karma, which represents your good standing within the Reddit community, can be earned through user likes and votes – these push the most popular content to the front page of each subforum. Thus karma stands as a numerical representation of a user’s value to Reddit. This ostensibly democratic system has the paradoxical effect of fuelling intellectual property violations on the site. Users often repost other users’ jpegs, animated gifs, and other content, in order to reap the social and cultural capital that comes with posting a popular picture. In some cases they claim authorship of the content; in other cases they simply re-post content that they feel “belongs to the internet” (Douglas). Some content is so popular or pervasive online (this content that is often described as “viral”) that users feel there is little reason or need to attribute content. This helps to explain the persistence of ownership and attribution conflicts on Reddit. In the eyes of some users and moderators the management of these rights and the correct distribution of karma are seen to be vital to the long-term functioning of site. The karma system offers a numerical representation of each contributor’s value. Re-posting already successful content and claiming it as your own challenges the proper functioning of the karma system and potentially ‘inhibits the innovative potential of contributions (Richterich). On Aww the re-posting of original content is viewed as a taboo act that breaches these norms. The poster is seen to have engaged in deceptive conduct in order to gain karma for their user profile. In addition there is a strong ethic that runs through these comment threads that the original creator deserves attribution. There is a presumption that this attribution is vital in order to increasing the possible marketability of the posted content and to recognise and courage creators within the community. This sort of community-driven regulation contrasts with the aforementioned site design of Reddit and Imgur, which frustrates effective authorship attribution practices. Aww users, in contrast, have shown a willingness to defend what they see as the intellectual property rights of content creators.A series of recent examples outline how this process works in practice. User “moonlikeme123” posted a picture of a cat with its hands on the steering wheel of a car. The picture was entitled “we don’t need to ask for directions, Helen”. During the same day, three separate users had identified the picture as a repost, with one noting that the same picture was already on the front page of Aww. “moonlikeme123” received no karma points for the picture. In a second example, the user “nibblur” posted a photo of a kitten “hunting” a toy mouse. Within a day, one enterprising user had identified the original photographer – “torode”, an amateur photographer – and linked to his Reddit profile (see fig. 2) ("ferocious cat hunting its prey: aww."). One further example: on 15 July 2013 “Cuzacelmare” posted a picture of two dogs comforting each other – an image which had originally been posted by “lauface”. Again, users were quick to point out the lack of attribution and the attempt to claim someone else’s content as their own (“Comforting her sister during a storm: aww). It is worth noting that some Reddit users consider attributing content to be entirely without benefit. Some deride karma as “meaningless” and suggest that as a significant amount of content online is regularly reposted elsewhere, there is little harm done in re-posting what is essentially amateur content destined to be lost in the bowels of the internet. For example, the comments that follow Cuzacelmare’s reflect an ambivalence about reposting, suggesting that users weigh up the benefits of exposure gained by the re-posting against the lack of attribution granted and the increasingly decontextualized nature of the photo itself:Why does everyone get so bitchy about reposts. Not everyone is on ALL the time or has been on Rreddit since it was created. I mean if you've seen it already ignore it. It's just picture you aren't forced to click the link. [sic] (“Comforting her sister during a storm: aww”)We're arguing semantics, but any content that gets attention can benefit the creator, whether it's reddit or Youtube (“Comforting her sister during a storm: aww”) Such discussions are common on comment threads following re-posts by other users. They underline the conflicted status of this ephemeral media and the underlying frictions that are part of these processes. These discussions underline the fact that on Reddit the “sharing” (Kennedy) and “spreading” (Jenkins et al.) of content is not seen as an unquestioned positive but rather as a contestable structural feature that needs to be constantly negotiated and discussed. These informal methods of identification, post-hoc attribution and criticism in comment threads have been the long-standing method used to redress questions of attribution and ownership of content on Reddit. However in recent times, Reddit users have turned to satirical methods of formal adjudication for particularly egregious cases. A sub-reddit, Karma Court, now functions as an informal tribunal in which punishment is meted out for “the abuse of karma and general contemptible actions heretofore identified as wrongdoing” (“Constitution and F.A.Q of the Karma Court”). Due to its double function as both an adjudicator and satire of users overly-invested in online debates, there is no limit to the possible “crimes” a user may be charged with. The following charges are only presented as guidelines and speak to common negative experiences on online: (1). Douchebaggery - When one is being a douche.(2). Defamation - Tarnishing another redditor's [user’s] username.(3). Public Indecency - When a user flexes his or her 'e-peen' with the intent to shame other users.(4). OhShit.exe - Intentional reposting that results in reddit Gold.(5). GrandTheft.jpg - Reposting while claiming credit for the post.(6). Obstruction of Justice - Impeding or interfering with an investigation, such as submitting false screenshots, deleting evidence, or providing false evidence to the court.(7). Other - Literally anything else you want. We like creative names for charges.(“Constitution and F.A.Q of the Karma Court”) In Karma Court, legal representation can be sourced from a list of attorneys and judges, populated by users who volunteer to help adjudicate the case. They are required to have been a Reddit member for over six months. The only punishment is a public shaming. Interestingly Karma Court has developed a fair reposting clause that attempts to manage the complex debates around reposting and attribution. Under the non-binding satirical clause, users are able to repost content if it has not featured on the front page of a sub-reddit for seven or more days, if the re-poster acknowledges in the title or description that they are re-posting or if the original poster has less than 30,000 link karma (which means that the original poster has not substantially contributed to the Reddit community). If a re-poster does not adhere by these rules and claims a re-post as their own original content (or “OC”), they can be charged with “grandtheft.jpg” and brought to trial by another Reddit user. As one of the most popular subforums, a number of cases have emerged from Aww. The aforementioned re-poster “Cuzacelmare” (“I am bringing /U/ Cuzacelmare to trial …”) was “charged” through this process and served with a summons after denying “cute and innocent animals of that subreddit of their much deserved karma”. Similar cases to do with re-posting without attribution on Aww involve “FreshCorio” (“Reddit vs. U/FreshCorio …”) and “ninjacollin” (“People of Reddit vs. /U/ ninjacollin”) who were also brought to karma court. In each case prosecutors were adamant that false authorship claims needed to be punished. With these mock trials run by volunteers it takes time for arguments to be heard and judgment to occur; however “ninjacollin” expedited the legal process by offering a full confession. As a new user, “ninjacollin” was reprimanded severely for his actions and the users on Karma Court underlined the consequences of not identifying original content creators when re-posting content. Ownership and Attribution: Amateur Media, Distribution and Law The practices outlined above offer a number of alternate ways to think about amateur media and how it is distributed. An increasingly complex picture of content attribution and circulation emerges once we take into account the structural operation of Reddit, the intellectual property norms of users, and the various formal and informal systems of regulation that are appearing on the site. Such practices require users to negotiate complex questions of ownership between each other and in relation to corporate bodies. These negotiations often lead to informal agreements around a set of norms to regulate the spread of content within a particular community, suggesting that the lack of a formal legal process in these debates does not mean that there is an absence of regulation. As noted throughout this paper, the spread of online content often involves progressive de-contextualisation. Website design features often support this process in the hopes of encouraging content to spread in a fashion amenable to their corporate goals. Considering this tendency for content to be decontextualized online, the presence of attribution norms on subforums like Aww is significant. Instead of remixing, spreading and re-purposing content indiscriminately, users retain a concept of ownership and attribution that tracks closely to the basic principles of copyright law. Rather than users radically redefining concepts of attribution and ownership, as prefigured in some of the more utopian accounts of participatory media, the dominant norms of the Reddit community extend a discourse of copyright and ownership. As well as providing a greater level of detail to contemporary debates around amateur media and its viral or spreadable nature (Burgess; Jenkins; Jenkins et al), this analysis offers some lessons for copyright law. The emergence of norms in particular Reddit subforums which govern the use of copyrighted content and the use of a mock court structure suggests that online communities have the capacity to engage in forms of redress for amateur creators. These organic forms of copyright management operate adjacent to formal legal structures of copyright law. However, they are more accessible and practical for amateur creators, who do not always have the money to hire lawyers, especially when the market value of their content might be negligible. The informal regulatory systems outlined above may not operate perfectly but they reveal communities who are willing to engage foundational conversations around the importance of attribution and ownership. Following the existing literature (Fauchart and Von Hippel; Raustiala and Sprigman; Schultz; Oliar and Sprigman), I suggest that these online social norms provide a useful form of alternative protection for amateur creators. Acknowledgements Thanks to Ramon Lobato and Emily van der Nagel for comments and productive discussions around these issues. I am also grateful to the two anonymous peer reviewers for their assistance in developing this argument. References “About Reddit.” Reddit, 2014. 29 Apr. 2014 ‹http://www.reddit.com/about/›. Benkler, Yochai. The Wealth of Networks: How Social Production Transforms Markets and Freedom. New Haven: Yale University Press, 2006. Burgess, Jean. “YouTube and the Formalisation of Amateur Media.” Amateur Media: Social, Cultural and Legal Perspectives. In Dan Hunter, Ramon Lobato, Megan Richardson, and Julian Thomas, eds. Oxford: Routledge, 2012. Carr, Nicholas. “Left Alone by Its Owner, Reddit Soars.” The New York Times: Business, 2 Sep. 2012. “Comforting Her Sister during a Storm: aww.” reddit: the front page of the internet, 15 July 2013. “Constitution and F.A.Q of the Karma Court.” reddit: the front page of the internet, 2014. Douglas, Nick. “Everything on the Internet Gets Stolen: Here’s How You Should Feel about That.” Slacktory, 8 Sep. 2009. Fauchart, Emmanual, and Eric von Hippel. “Norms-Based Intellectual Property Systems: The Case of French Chefs.” Organization Science 19.2 (2008): 187 - 201 "Ferocious Cat Hunting Its Prey: aww." reddit: the front page of the internet, 4 April 2013. 29 Apr. 2014 ‹http://www.rreddit.com/r/aww/comments/1bobcp/ferocious_cat_hunting_its_prey/›. Hepola, Sarah. “The Internet is Made of Kittens.” Salon.com, 11 Feb. 2009. 29 Apr. 2014 ‹http://www.salon.com/2009/02/10/cat_internet/›. Hunter, Dan, and Greg Lastowka. “Amateur-to-Amateur.” William & Mary Law Review 46 (2004): 951 - 1030. “I Am Bringing /U/ Cuzacelmare to Trial on the Basis of Being One of the Biggest _______ I’ve Ever Seen, by Reposting Cute Animal Pictures to /R/Awww. Feels.Jpg.” reddit: the front page of the internet, 21 March 2013. Jenkins, Henry. Convergence Culture: Where Old and New Media Collide. New York: New York University Press, 2006. Jenkins, Henry, Sam Ford, and Joshua Green. Spreadable Media: Creating Value and Meaning in a Networked Culture. New York: New York University Press, 2013. Menning, Chris. "So I Got Banned from Reddit" Modern Primate, 23 Aug. 2012. Miller, Keery. “How Y Combinator Helped Shape Reddit.” Bloomberg Businessweek, 26 Sep. 2007. 29 Apr. 2014 ‹http://www.businessweek.com/stories/2007-09-26/how-y-combinator-helped-shape-redditbusinessweek-business-news-stock-market-and-financial-advice›. “Ok, Look People. I Know You Heart Imgur, But Webcomics? Just Link to the Freaking Site.” reddit: the front page of the internet, 22 Aug. 2011. Oliar, Dotan, and Christopher Sprigman. “There’s No Free Laugh (Anymore): The Emergence of Intellectual Property Norms and the Transformation of Stand-Up Comedy.” Virginia Law Review 94.8 (2009): 1787 – 1867. “People of reddit vs. /U/Ninjacollin for Grandtheft.jpg.” reddit: the front page of the internet, 30 Jan. 2013. Raustiala, Kal, and Christopher Sprigman. “The Piracy Paradox: Innovation and Intellectual Property in Fashion Design”. Virginia Law Review 92.8 (2006): 1687-1777. “Reddit v. U/FreshCorio. User Uploads Popular Repost Picture of R/AWW and Claims It Is His Sister’s Cat. Falsely Claims It Is His Cakeday for Good Measure.” reddit: the front page of the internet, 12 Apr. 2013. 29 Apr. 2014 ‹http://www.reddit.com/r/KarmaCourt/comments/1c7vxz/reddit_vs_ufreshcorio_user_uploads_popular_repost/›. “Reddit Pics.” reddit: the front page of the internet, 2014. 29 Apr. 2014 ‹http://www.reddit.com/r/pics/›. Richterich, Annika. “’Karma, Precious Karma!’ Karmawhoring on Reddit and the Front Page’s Econometrisation.” Journal of Peer Production 4 (2014). 29 Apr. 2014 ‹http://peerproduction.net/issues/issue-4-value-and-currency/peer-reviewed-articles/karma-precious-karma/›. Schultz, Mark. “Fear and Norms and Rock & Roll: What Jambands Can Teach Us about Persuading People to Obey Copyright Law.” Berkley Technology Law Journal 21.2 (2006): 651 – 728. Sepponen, Bemmu. “Why Redditors Gave Imgur a Chance.” Social Media Today, 20 July 2011. Slater-Robins, Max. “From Rags to Riches: The Story of Imgur.” Neowin, 21 Apr. 2013. "The Cutest Things on the Internet!" reddit: the front page of the internet, n.d. “The Problem with reddit.” reddit: the front page of the internet, 23 Aug. 2012. 29 Apr. 2014 ‹http://www.rreddit.com/r/technology/comments/ypbe2/the_problem_with_rreddit/›. Van der Nagel, Emily. “Faceless Bodies: Negotiating Technological and Cultural Codes on reddit gonewild.” Scan: Journal of Media Arts Culture 10.2 (2013). "We Don’t Need to Ask for Directions, Helen: aww." reddit: the front page of the internet, 30 June 2013. 29 Apr. 2014 ‹http://www.rreddit.com/r/aww/comments/1heut6/we_dont_need_to_ask_for_directions_helen/›.
APA, Harvard, Vancouver, ISO, and other styles
4

Graf, Shenja van der. "Blogging Business." M/C Journal 7, no. 4 (October 1, 2004). http://dx.doi.org/10.5204/mcj.2395.

Full text
Abstract:
SuicideGirls.com In September 2001 two entrepreneurs Missy (coal-black Betty Page bangs and numerous tattoos) and Sean launched SuicideGirls.com. With their backgrounds in graphic design, programming and photography, they came up with the idea of launching an alternative adult site that started out as “a kind of an art project” — it grew out of an interest in Bunny Yeager’s pinup photos, where the control and attitude of the sexy women were emphasized, only now it was about pierced and tattooed females. Missy describes the portrayal of women on the site in the following words: The site is about the girls being in control and being in charge of how they’re portrayed. It’s also proof that sexuality and beauty aren’t mutually exclusive of intelligence, and we wanted to showcase all of the girls, but leave people guessing a little bit. There’s no need to go full-blown porno. SuicideGirls.com is an adult community that offers a mix of eroticism, creativity, personality and intelligence. SuicideGirls is about so-called empowered eroticism; it provides a site where girls outside of mainstream culture can express their individual style through soft erotic images, and web logs. Every week the site introduces new SuicideGirls, every day new pictures are added; a full national calendar of events is frequently updated and is searchable by location, date or keyword — members can be looked up by name, age, location or keywords; the site also features a magazine section with original fiction, articles and interviews with celebrities. What makes this site especially interesting is that each SuicideGirl has her own page featuring a pertinent profile with personal information such as age, stats, body mods, favorite books, music, sex positions, and current crushes. She can also put up pictures and video materials — including a web cam — of herself, express her thoughts and share her daily experiences in a blog, comment on other blogs and message boards, chat in designated chat rooms, and organize online and offline events. Kate78, Texan-born, is a regular blogger. She writes about her studies in Kansas City, a city she has come to hate after she learned that her car insurance could only be renewed in Texas. She describes herself as a “punk rock chick” — illustrated by pictures that show her with long spiky hair; she has got her nose pierced and her many tattoos — and a “suicidegirl”. There are plenty of blogs — e.g. LiveJournal, Blogspot, Punklog — where girls write about wanting to become a SuicideGirl. The girls are mainly motivated by a wish to share their bodily art paralleled by a sense of being in control over their image and admirers (they keep control over the photo sets and shoots). SuicideGirls.com is foremost an online community and therefore girls from all over the world can potentially become a SuicideGirl, as long as they have access to the Internet in order to publish to their personal page. These girls are in charge of their own online presentation, supported by a lively community where both women and men interact by reading and posting to the girls and each other’s blogs. In addition, members of the site can also post local events to the SuicideGirl calendar or the message boards, comment on pictures, and even hook up with one another. With the ability for members to create their own page, with their own profile picture and personal information, members can search for one another based on location, age, sex and personal preferences. Indeed, not only the SuicideGirls themselves have online pages to fill: subscribers to SuicideGirls.com have similar ‘privileges’, with the exception that they have to pay a small fee of $4 per month — though they can never refer to themselves as SuicideGirl: anyone entering the site has to log in as either ‘SuicideGirl’ or ‘Member’. Thus, SuicideGirls.com mixes a DIY attitude with alternative culture — especially Gothic, Punk and Emo — resulting in an appealing grassroots approach to sexuality that is of interest to both women and men. At the same time, the public identity of a SuicideGirl is constructed within a particular textual context dependent on commercial drivers. Through attracting fans on the basis of her “autonomous” self-representation — Goth fans, for instance — she brings in customers, raising questions about the tensions between “grassroots” self-representation and corporate branding. Collaborative Eroticism as Business Model We should document the interactions that occur among media consumers, between media consumers and media texts and between media consumers and media producers. The new participatory culture is taking shape at the intersection between three trends: 1) new tools and technologies enable consumers to archive, annotate, appropriate and re-circulate media content; 2) a range of subcultures promote do-it-yourself (DIY) media production, a discourse that shapes how consumers have deployed those technologies; and 3) economic trends favoring the horizontally integrated media conglomerates encourage the flow of images, ideas and narratives across multiple media channels and demand more active modes of spectatorship” (Jenkins 157). Traditionally the organization of economic production is based on the idea that individuals order their productive activities either on managerial hierarchies, or on production that is based on market prices (Benkler). Peer production represents a new mode of organizing that is not based on relations of dependence (managerial hierarchies) nor relations of independence (markets) rather peer production involves relations of interdependence. Peer production is a heterarchy characterized by relations of minimal hierarchy and by organizational heterogeneity (Stark). While traditionally structured organizations attempt to maximize internal order and control by enforcing a hierarchical system and establishing standards and clear lines of authority (Powell), heterarchies exist through permitting and even fostering a diversity of organizational logics and minimizing conformity (Chan). With the introduction of Mosaic and the Pentium chip in the mid-1990s the notion of the organization of production profoundly changed. The Internet could be used for more than looking up information or sending email. Instead, it offers a structure where participants are not organized by managerial hierarchies nor governed by price signals rather where people formed networks to collaborate in open source software projects or effectively constructing ‘user-created search engines’ for the exchange of e.g., music files, games (KaZaA, Gnutella), news and chat. While the present moment is marked by a legal standoff between robust communities of users (cultural co-producers) and the established media industry (particularly the music and film industry), some elements of the corporate media world have taken a different approach, embracing the new technological use rather than attempting to outlaw it. These corporations have found their way to online participatory networks and are attempting to use them for their own good. For instance, companies like Coca-Cola, BMW, and Apple offer online spaces – often in the form of thinly veiled advertisements (‘advertainment’) – where people can play games, watch movies, share files and the like in order to create or promote a company’s product, service or brand. They crucially rely upon blurring the boundaries between production, distribution and consumption, encouraging the target audience to work for them. Whether by playing games with embedded advertising, or inadvertently sending marketing information back to advertisers, or simply by passing advertising texts within one’s circle of friends, the target audience and the larger dynamic of participatory networks are ‘used’ by corporations to achieve their ends. SuicideGirls.com is a good example example of this emerging mode of (commons-based) peer production in a digitally networked environment – i.e. groups of individuals who participate in online shared spaces driven by diverse motivations, and serving corporate as well as community needs. The SuicideGirls’ blogs are the shared currency that binds SuicideGirls.com and its erotic consumers together as a “community”: SuicideGirls.com taps into online communities by enabling collaborative eroticism. Moving beyond adult entertainment, this trend of using blogs for commercial purposes raises interesting questions regarding, on the one hand, the cultural status of online blogging from a commercial perspective, e.g., how should we consider the cultural status of artifacts such as blogs that have commerce at the core of their identity: Can we speak of a displacement of aesthetic experience by the branding experience, or might these two experiences be seen as part of a continuum?; and, on the other hand, regarding participatory culture in a commercially mediated environment: e.g., What is the status of b2c, c2c, and p2p in a commercially structured network; What are the implications for user appropriation? The answers to these questions among others studied by various academic disciplines may contribute to the building of a framework for examining the consequences of this strategic shift towards relating to, reaching out to and linking online customers in a commercial web (b)log. Acknowledgement Anja Rau, thank you for your feedback. References Banerjee, A. “A Simple Model of Herd Behavior.” Quarterly Journal of Economics 1992: 797-817. Barabási, A. L. Linked: The New Science of Networks. Cambridge, MA: Perseus Publishing, 2002. Benkler, Y. “Coase’s Penguin, or, Linux and The Nature of the Firm.” Yale Law Journal, Winter v.04.3 2002-03. http://personal.uncc.edu/alblanch/SOVC.pdf. http://www.dcs.napier.ac.uk/~mm/socbytes/feb2002_i/9.html Castells, M. The Rise of the Network Society. Oxford: Blackwell, 2000. Castells, M. The Internet Galaxy: Reflections on the Internet, Business and Society. Oxford: Oxford University Press, 2001. Chan, A. Collaborative News Networks: Distributed Editing, Collective Action, and the Construction of Online News on Slashdot.org. Thesis M.Sc. at MIT’s Comparative Media Studies, 2002). http://www.marketing.unsw.edu.au/HTML/mktresearch/workingpapers/Cowley_Rossiter02_6.pdf http://www.xdreze.org/vitae1.pfd Du Gay, P.& Pryke, M. Cultural Economy. London: Sage Publications, 2002. Dyer, R., Stars (Revised). London: British Film Institute, 1998. Hagel, J. & Armstrong, A. Net Gain: Expanding Markets Through Virtual Communities. USA: McKinsey & Company, Inc., 1997.; Hebditch, D. and Anning, N. Porn Gold: Inside the Pornography Business. London: Faber & Faber, 1988. Jenkins, H. “Interactive audiences?” In Harries, D., ed. The New Media Book. London: British Film Institute, 2002. Kottler, P. Marketing Management: The Millennium Edition. Upper Saddle River, NJ: Prentice Hall, 2000. Mayzlin, D. Promotional Chat on the Internet. PhD dissertation, MIT, Sloan School of Management, 2001. Oram, A. Peer-To-Peer: Harnessing the Power of Disruptive Technologies. Sebastopol: O’Reilly & Associates, 2001. O’Toole, L. Pornocopia: Porn, Sex, Technology and Desire. London: Serpent’s Tail, 1998. Pine, J. and Gilmore, J. The Experience Economy: Work is Theatre & Every Business a Stage. Boston: Harvard Business School Press, 1999. Powell, W. “Neither Market nor Hierarchy: Network Forms of Organization.” Research in Organizational Behavior, 12, 1990: 295-336. Schmitt, B. & Simonson, A. Marketing Aesthetics: The Strategic Management of Brands, Identity, and Image. New York: The Free Press, 1997. Slater, D. Consumer Culture and Modernity. Cambridge: Polity Press, 1997.Slater, D. and Tonkiss, F. Market Society: Markets and Modern Social Theory. Cambridge: Polity Press, 2001. http://www.stanford.edu/~woodyp/papers/capitalist_firm.pdf Stone, A. R. The War of Desire and Technology at the Close of the Mechanical Age. Cambridge, MA: MIT Press, 1996. Sunstein C. Behavioral Law and Economics. Cambridge University Press, 2000. Thompson, J.B. The Media and Modernity: A Social Theory of the Media. Cambridge: Polity Press, 1995. Watts, D. and Strogatz, S. “Collective Dynamics of ‘Small-World’ Networks.” Nature, 393, 1998: 440-442. Williams, L. Hard Core: Power, Pleasure and the ‘Frenzy of the Visible’. London: Pandora Press, 1990. MLA Style Van der Graf, Shenja. "Blogging Business: SuicideGirls.com." M/C Journal 7.4 (2004). 10 October 2004 <http://www.media-culture.org.au/0410/07_suicide.php>. APA Style Van der Graf, S. (2004 Oct 11). Blogging Business: SuicideGirls.com, M/C Journal, 7(4). Retrieved Oct 10 2004 from <http://www.media-culture.org.au/0410/07_suicide.php>
APA, Harvard, Vancouver, ISO, and other styles

Dissertations / Theses on the topic "Keywords- Content Distribution Networks, Peer-to-Peer Networks, User s Generated Content, and Video-on-Demand"

1

Libório, Filho João da Mata. "Gerenciamento de conteúdo multimídia em redes cdn-p2p." Universidade Federal do Amazonas, 2012. http://tede.ufam.edu.br/handle/tede/2953.

Full text
Abstract:
Made available in DSpace on 2015-04-11T14:03:13Z (GMT). No. of bitstreams: 1 DISSERTACAO JOAO DA MATA.pdf: 5833486 bytes, checksum: fd81987d9b1e9ac8f9bb648058db273b (MD5) Previous issue date: 2012-03-22
Fundação de Amparo à Pesquisa do Estado do Amazonas
Scalability and high demand for resources are the main challenges that content providers face to deploy Video-on-Demand applications. The most popular site for sharing videos, YouTube, has over 4 billion videos viewed a day and 60 hours of video are uploaded every minute. Hybrid systems (CDN-P2P) have been proposed as a scalable and cost effective solution for VoD distribution. In these systems, peers share their resources decreasing demand on the content distribution network infrastructure (CDN). On the other hand, the CDN s servers guarantee the availability of content when peers contributions are limited by churn. However, in these systems, the content distributed must be managed so that the CDN servers workload is minimized. An issue to be investigated is the impact of churn, i.e the effect of cycle of peers join and leave, on management policies. Carried studies showed that the performance of policies improves as the storage capacity of peers increases. However, this increasement does not impact proportionately the performance of policies. Later on, we proposed, implemented and evaluated four object management policies derived from data in YouTube video collections. These policies use information left by users or generated by the video distribution system to measure the value of objects. We found that the proposed policies were able to improve the availability of content in more than 70%, compared to the LFU policy, and more than 50% compared to GDSP policy.
A escalabilidade e a alta demanda por recursos s ao os principais desafios que os provedores de conte´udo enfrentam na viabiliza¸c ao de aplica¸c oes de v´ıdeos sob demanda (VoD). O site mais popular de compartilhamento de v´ıdeos, o YouTube, tem mais de 4 bilh oes de visualiza¸c oes por dia e 60 horas de v´ıdeo s ao armazenadas a cada minuto em seus servidores. Sistemas h´ıbridos (CDN-P2P) t em sido apresentado como uma solu¸c ao escal´avel para distribui¸c ao de VoD. Nesses sistemas, pares compartilham seus recursos diminuindo a demanda sobre a infraestrutura da rede de distribui¸c ao de conte´udo (CDN). Por outro lado, os servidores da CDN garantem a disponibilidade de conte´udo quando as contribui¸c oes dos pares s ao limitadas pelo churn, ou quando o conte´udo for in´edito aos pares da rede par a par (P2P). No entanto, o conte´udo distribu´ıdo nesses sistemas precisa ser gerenciado, de forma que a carga de trabalho submetida aos servidores da CDN seja minimizada. Uma quest ao a ser investigada nesse sistema ´e o impacto do churn, isto ´e, o efeito criado pelo ciclo de entrada e sa´ıda dos pares sobre os mecanismos de ger encia do conte´udo distribu´ıdo pelo sistema. Nesta disserta¸c ao avalia-se o impacto do churn no desempenho de pol´ıticas de gerenciamento de objetos em sistemas CDN-P2P; verificou-se que o impacto no desempenho das pol´ıticas diminui com o aumento da capacidade de armazenamento dos pares, no entanto, esse aumento n ao impacta proporcionalmente a performance das pol´ıticas. Em seguida, s ao propostas, implementadas e avaliadas quatro pol´ıticas de gerenciamento de objetos derivadas a partir de dados reais obtidos de cole¸c oes de v´ıdeos do YouTube. Essas pol´ıticas exploram informa¸c oes deixadas pelos usu´arios ou geradas pelo sistema de distribui¸c ao dos v´ıdeos para mensurar o valor de um objeto. A suposi¸c ao acerca da efetividade dessas informa¸c oes na valora¸c ao dos objetos ´e devido `a influ encia do sistema de recomenda¸c ao do YouTube no acesso a seu conte´udo, pois esse sistema utiliza-se dessas informa¸c oes para indicar v´ıdeos aos usu´arios. As pol´ıticas propostas foram capazes de melhorar a disponibilidade do conte´udo em mais de 70%, comparada `a disponibilidade proporcionada pela pol´ıtica LFU e mais de 50%, comparada `a pol´ıtica GDSP.
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!

To the bibliography