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Audiences: Producers of New Media
The notion of audiences as producers of new media refers to a shift in the way that media have been not only consumed and distributed but also produced since the advent of digital communication technologies. New media have several dimensions, notably convergence, or the overlapping of traditionally separate media forms. New media replace the one-to-many (or broadcast) model of communication with a many-to-many (interactive) form of communication. In a mass-media, broadcast model of communication, audiences were seen as passive consumers of media content. Media companies, such as newspapers and television networks, acted as gatekeepers that controlled access to publishing and mass forms of communication. Instead, new media have allowed audiences to be active producers of content, referred to as user-generated content (UGC).
User-Generated Content
In general, UGC can be defined as content, made publicly available on the Internet, that is created outside professional routines and practices, often by nonprofessionals. UGC comes in many forms that have largely grown out of social media—those online tools that allow users to interact with other users in a variety of multimedia formats. Hence, UGC includes commentary on others' content as well as one's own content. In general, UGC can be understood by the amount of interactivity that the particular medium allows. For example, some UGC is controlled by mainstream news organizations, whereas other UGC is self-generated. Research on UGC examines the influence of UGC both on the business models of traditional media organizations and on social issues such as privacy and surveillance.
In 2006, UGC gained public recognition when Time magazine named the person of the year “You.” This symbolic gesture was intended to draw attention to the public's important contribution to Internet content and to raise significant issues regarding the public domain. Social media applications, such as blogs and Twitter, allow audiences to create multimedia material in which they can comment on social issues. Additionally, the availability of smart phones, which allow users to access the Internet from a mobile device, has led to the proliferation of UGC. The inexpensive cost of communication technologies, such as digital cameras, reduces barriers to entry for those individuals who want to contribute content online.
Many scholars argue that it is important to question the assumptions behind the idea that UGC is a radically new concept. In the mid-20th century, scholars such as Marshall McLuhan and Charlotte Brunsdon challenged the notion that audiences are merely passive receivers of information. Several scholars point out that there is a long history of audiences actively creating content. For example, for decades alternative media, such as zines, have been printed and distributed outside mainstream media outlets. Additionally, reality television programs, which encourage audience participation in the construction of media content, have existed since the early days of television in the form of talent shows, game shows, and “candid camera” shows.
Citizen Journalism
One example of UGC is citizen journalism. Citizen journalism refers to the participation of citizens in the production of news stories. The goal of citizen journalism is to encourage citizens without professional training in journalistic practices to create, distribute, and check the facts of news stories. Although citizen journalism has been a tradition in the United States, new online tools make it easier to self-publish and have led to the proliferation of this use of media.
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- Barthes, Roland
- Berger, John
- Bordo, Susan
- Boyd, Danah
- Doane, Mary Ann
- Douglas, Susan J.
- Ellul, Jacques
- Fiske, John
- Gamson, Joshua
- Giroux, Henry
- Guerrilla Girls
- Hall, Stuart
- Hanna, Kathleen
- hooks, bell
- Jenkins, Henry
- Jervis, Lisa
- Jhally, Sut
- Kellner, Douglas
- Kilbourne, Jean
- Kruger, Barbara
- Lasn, Kalle
- McChesney, Robert
- McLuhan, Marshall
- Miller, Mark Crispin
- Moyers, Bill
- Mulvey, Laura
- Radway, Janice
- Rushkoff, Douglas
- Steinem, Gloria
- Cognitive Script Theory
- Critical Theory
- Cultivation Theory
- Desensitization Effect
- Discourse Analysis
- Encoding and Decoding
- Feminism
- Feminist Theory: Liberal
- Feminist Theory: Marxist
- Feminist Theory: Postcolonial
- Feminist Theory: Second Wave
- Feminist Theory: Socialist
- Feminist Theory: Third Wave
- Feminist Theory: Women-of-Color and Multiracial Perspectives
- Gender Schema Theory
- Hegemony
- Ideology
- Male Gaze
- Mass Media
- Media Convergence
- Media Ethnography
- Media Globalization
- Media Rhetoric
- Mediation
- Patriarchy
- Polysemic Text
- Postfeminism
- Postmodernism
- Post-Structuralism
- Quantitative Content Analysis
- Queer Theory
- Reception Theory
- Scopophilia
- Semiotics
- Simulacra
- Social Comparison Theory
- Social Construction of Gender
- Social Learning Theory
- Televisuality
- Textual Analysis
- Transgender Studies
- Transsexuality
- Beauty and Body Image: Beauty Myths
- Beauty and Body Image: Eating Disorders
- Class Privilege
- Heterosexism
- Homophobia
- Identity
- Intersectionality
- Minority Rights
- Misogyny
- Prejudice
- Racism
- Sexism
- Sexuality
- Stereotypes
- Violence and Aggression
- Avatar
- Blogs and Blogging
- Cyberdating
- Cyberpunk
- Cyberspace and Cyberculture
- Cyborg
- Electronic Media and Social Inequality
- E-Zines: Third Wave Feminist
- Hacking and Hacktivism
- Hypermedia
- Massively Multiplayer Online Role-Playing Games
- Multi-User Dimensions
- Online New Media: GLBTQ Identity
- Online New Media: Transgender Identity
- Social Inequality
- Social Media
- Social Networking Sites: Facebook
- Social Networking Sites: Myspace
- Viral Advertising and Marketing
- Virtual Community
- Virtual Sex
- Virtuality
- Web 2.0
- Wiki
- YouTube
- Audiences: Producers of New Media
- Audiences: Reception and Injection Models
- Fairness Doctrine
- Federal Communications Commission
- Media Consolidation
- Network News Anchor Desk
- New Media
- Telecommunications Act of 1996
- Workforce
- Advertising
- Children's Programming: Cartoons
- Children's Programming: Disney and Pixar
- Comics
- E-Zines: Riot Grrrl
- Film: Hollywood
- Film: Horror
- Film: Independent
- Graphic Novels
- Men's Magazines: Lad Magazines
- Men's Magazines: Lifestyle and Health
- Music: Underrepresentation of Women Artists
- Music Videos: Representations of Men
- Music Videos: Representations of Women
- Music Videos: Tropes
- Newsrooms
- Pornification of Everyday Life
- Pornography: Gay and Lesbian
- Pornography: Heterosexual
- Pornography: Internet
- Radio
- Radio: Pirate
- Reality-Based Television: America's Next Top Model
- Reality-Based Television: Makeover Shows
- Reality-Based Television: Wedding Shows
- Romance Novels
- Sitcoms
- Soap Operas
- Sports Media: Extreme Sports and Masculinity
- Sports Media: Olympics
- Sports Media: Transgender
- Talk Shows
- Textbooks
- Toys and Games: Gender Socialization
- Toys and Games: Racial Stereotypes and Identity
- Tropes
- Tween Magazines
- Video Gaming: Representations of Femininity
- Video Gaming: Representations of Masculinity
- Video Gaming: Violence
- Women's Magazines: Fashion
- Women's Magazines: Feminist Magazines
- Women's Magazines: Lifestyle and Health
- Gay and Lesbian Portrayals on Television
- Gender and Femininity: Motherhood
- Gender and Femininity: Single/Independent Girl
- Gender and Masculinity: Black Masculinity
- Gender and Masculinity: Fatherhood
- Gender and Masculinity: Metrosexual Male
- Gender and Masculinity: White Masculinity
- Gender Embodiment
- Heroes: Action and Super Heroes
- Television
- Affirmative Action
- Cultural Politics
- Culture Jamming
- Diversity
- Empowerment
- Equal Employment Opportunity Commission
- Gender Media Monitoring
- Media Literacy
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