Wednesday, April 16, 2008

Produsage and Web 2.0

The emergence of web 2.0 has brought about a revolution in the way users consume content on the internet. Web 2.0 is about two way communication whereas web 1.0 was about companies giving information to consumers to read. There was no way to interact with authors of articles or websites, but through comments, blogs and examples of online citizen journalism this interaction has increased.

This leads onto Axel Bruns' (2007) concept of 'produsers'. Web 2.0 has given consumers more power before and it has enabled them to start producing content of their own. This creation of content is taking place on a large variety of internet platforms and communities (Bruns, 2007). The computer game, The Sims, is a great example of the use of consumer created content. Player's have created clothes, wallpaper and furniture which are available for download. If the internet was still web 1.0, then this sharing of user created content would not be possible. Web 2.0 has given online communities a chance to build and share information and content through the interactivity on discussion boards and fan websites.

Another difference between 1.0 and 2.0 is that it has given everyone online a chance to voice their own opinion. 2.0 is about writing and creating. Blogs are a popular way to distribute an opinion and most blogs include a comments section which encourages readers to engage with author and share their viewpoints creating a 2 way communication system.

1 comment:

Lady Em said...

In relation to the Sims collaboration, I think it is also important to realise it is not just the creation of these clothes, furniture and wallpaper that has coined the term "produsage" (Bruns 2008), more it is the importance of the continuation of collaboration and interaction. Many Sims fans have established fan sites such as The Sims Zone and The Sims Resource where they regularly interact, share their stories and further develop not only their avatars (online personalities) but also build friendship and allegiances. They change each others clothes, wallpapers and furniture and modify it for their own, or community use. This as the creation of a DIY community.

Open source software development (Bruns 2008a) runs rampant in these communities with players developing software codes or “cheats” (Intihar 2005, 60) which enable them to supersede the games parameters and compete on an unfair advantage. However without these cheats the game would become boring and eventually turn redundant. Overall the format of these DIY communities is not only to enable but to encourage users to push for further open source software development, and many companies are getting in on the action hiring game players as testers and co-developers in their projects.


2008. The Sims Resource. http://www.thesimsresource.com/intro/ (accessed April 22, 2008).

Bruns, A. 2008. Produsage: Towards a Broader Framework for User-Led Content Creation. http://blackboard.qut.edu.au/webapps/portal/frameset.jsp?tab=courses&url=/bin/common/course.pl?course_id=_29175_1 (accessed April 22, 2008).

Bruns, A. 2008a. The Future Is User-Led: The Path towards Widespread Produsage. http://blackboard.qut.edu.au/webapps/portal/frameset.jsp?tab=courses&url=/bin/common/course.pl?course_id=_29175_1 (accessed April 22, 2008).

Intihar B. 2005. Cheat Sheet; Be a next-gen know-it-all with the help of our simple study guide. Electronic Gaming Monthly, (189): 60. http://gateway.library.qut.edu.au/login?url=http://proquest.umi.com.ezp02.library.qut.edu.au/pqdweb?did=783088071&sid=1&Fmt=3&clientId=14394&RQT=309&VName=PQD (accessed April 22, 2008).

The Sims Zone. 2007. The Sims Zone. http://www.thesimszone.co.uk/ (accessed April 22, 2008).