There have been several ways that participatory media allows people to create, connect, and share their content or build friendships throughout the media.
YouTube encourages people to create and upload their content to share it around the world, creating an environment for content creators new or old.
Discord allows people, primarily
gamers, to connect with each other around the world and acts as a live
chatroom.
Twitch is a
streaming media website where content creators can "go live" for viewers all around the world. A lot of times, these participatory sites have community events such as charity events or memorial streams for someone important to the people in the Twitch community.
Relationship to the smartphone The
smartphone is one example that combines the elements of interactivity, identity, and mobility. The mobility of the smartphone demonstrates that media is no longer bound by time and space and can be used in any context. Technology continues to progress in this direction as it becomes more user-driven and less restricted to schedules and locations: for example, the progression of movies from theaters to private home viewing, to now the smartphone that can be watched anytime and anywhere. The smartphone also enhances the participatory culture by increased levels of interactivity. Instead of merely watching, users are actively involved in making decisions, navigating pages, contributing their own content and choosing what links to follow. This goes beyond the "keyboard" level of interactivity, where a person presses a key and the expected letter appears, and becomes rather a dynamic activity with continually new options and changing setting, without a set formula to follow. The consumer role shifts from a passive receiver to an active contributor. The smartphone epitomizes this by the endless choices and ways to get personally involved with multiple media at the same time, in a nonlinear way. The smartphone also contributes to participatory culture because of how it changes the perception of identity. A user can hide behind an avatar, false profile, or simply an idealized self when interacting with others online. There is no accountability to be who one says one is. The ability to slide in and out of roles changes the effect of media on culture, and also the user himself. Now not only are people active participants in media and culture, but also their imagined selves.
Producers, consumers, and "produsage" In Vincent Miller's
Understanding Digital Culture, he makes the argument that the lines between producer and consumers have become blurry. Producers are those that create content and cultural objects, and consumers are the audience or purchasers of those objects. By referring to
Axel Bruns' idea of "prosumer," Miller argues "With the advent of convergent new media and the plethora of choice in sources for information, as well as the increased capacity for individuals to produce content themselves, this shift away from producer hegemony to audience or consumer power would seem to have accelerated, thus eroding the producer-consumer distinction" (p. 87). "Prosumer" is the ending result of a strategy that has been increasingly used which encourages feedback between producers and consumers (prosumers), "which allows for more consumer influence over the production of goods." Bruns (2008) refers to
produsage, therefore, as a community collaboration that participants can access in order to share "content, contributions, and tasks throughout the networked community" (p. 14). This is similar to how Wikipedia allows users to write, edit, and ultimately use content. Producers are active participants who are empowered by their participation as network builders. Bruns (2008) describes the empowerment for users as different from the typical "top-down mediated spaces of the traditional mediaspheres" (p. 14). Produsage occurs when the users are the producers and vice versa, essentially eliminating the need for these "top-down" interventions. The collaboration of each participant is based on a principle of inclusivity; each member contributes valuable information for another user to use, add to, or change. In a community of learners, collaboration through produsage can provide access to content for every participant, not just those with some kind of authority. Every participant has authority. This leads to Bruns' (2008) idea of "equipotentiality: the assumption that while the skills and abilities of all the participants in the produsage project are not equal, they have an equal ability to make a worthy contribution to the project" (p. 25). Because there are no more distinctions between producers and consumers, every participant has an equal chance to participate meaningfully in produsage. In July 2020, an academic description reported on the nature and rise of the "robot prosumer", derived from
modern-day technology and related participatory culture, that, in turn, was substantially predicted earlier by
Frederik Pohl and other
science fiction writers.
Explicit and implicit participation An important contribution has been made by media theorist
Mirko Tobias Schäfer who distinguishes explicit and implicit participation (2011). Explicit participation describes the conscious and active engagement of users in fan communities or of developers in creative processes. Implicit participation is more subtle and unfolds often without the user's knowledge. In her book,
The Culture of Connectivity, Jose Van Dijck emphasizes the importance of recognizing this distinction in order to thoroughly analyze user agency as a techno-cultural construct (2013). Dijck (2013) outlines the various ways in which explicit participation can be conceptualized. The first is the statistical conception of user demographics. Websites may "publish facts and figures about their user intensity (e.g., unique monthly users), their national and global user diversity, and relevant demographic facts" (p. 33). For instance,
Facebook publishes user demographic data such as gender, age, income, education level and more. Explicit participation can also take place on the research end, where an experimental subject interacts with a platform for research purposes. Dijck (2013) references Leon et al. (2011), giving an example of an experimental study where "a number of users may be selected to perform tasks so researchers can observe their ability to control privacy settings "(p. 33). Lastly, explicit participation may inform
ethnographic data through
observational studies, or
qualitative interview-based research concerning user habits. Implicit participation is achieved by implementing user activities into user interfaces and back-end design. Schäfer argues that the success of popular Web 2.0 and social media applications thrives on implicit participation. The notion of implicit participation expands theories of participatory culture as formulated by Henry Jenkins and Axel Bruns who both focus most prominently on explicit participation (p. 44). Considering implicit participation allows therefore for a more accurate analysis of the role technology in co-shaping user interactions and user generated content (pp. 51–52).
Textual Poachers The term "textual poachers" was originated by de Certeau and has been popularized by Jenkins. Jenkins uses this term to describe how some fans go through content like their favourite movie and engage with the parts that they are interested in, unlike audiences who watch the show more passively and move on to the next thing. Jenkins takes a stand against the stereotypical portrayal of fans as obsessive nerds who are out of touch with reality. He demonstrates that fans are pro-active constructors of an alternative culture using elements "poached" and reworked from the mass media. In this way, fans become active participants in the construction and circulation of textual meanings. Fans usually interact with each other through fan groups, fanzines, social events, and even in the case of Trekkers (fans of Star Trek) interact with each other through annual conferences. In a participatory culture, fans are actively involved in the production, which may also influence producer decisions within the medium. Fans do not only interact with each other but also try to interact with media producers to express their opinions. == Gendered experiences ==