The consumer has changed in recent years. No longer are we a passive audience which sits back and watches television or simply surfs the internet (Livingstone, 2008). We have a need to engage, be it with a person thousands of miles away through the use of instant messenger or someone right in front of us. Media and the way we use it is reflecting this need for interaction.
For example look at television. Google any television show being broadcasted right now and most of the time you will be staring at thousands of websites with the show as a topic. There are sites ranging from the official page to fan sites to forums and even fiction involving the characters of the show. This type of interaction would have been inconceivable before the internet.
This ability to interact through technology has established online communities which share interests such as a favourite television show or computer game. These communities allow people to collaborate (Flew, 2005). Fans in communities can share ideas and ultimately create.
Consumers are no longer just consumers. In the 21st century, consumers can produce content and share it around the world by using online communities. This concept of the consumer being the producer has been termed ‘Produsage’ by Axel Bruns (2008).
Bruns' (2008) definition of the term is “the collaborative and continuous building and extending of existing content in pursuit of further improvement”. The internet has enabled this concept to flourish to the point where user created content is actually being incorporated into mainstream corporate games (Banks, 2002).
Produsage is also very social. In order for this concept to work consumers need to connected, networked through communities and societies offline but especially online (Flew, 2005). The concept is to build upon what has already been created. Networks of fans and creators are needed so that the content can be circulated and distributed through many channels and each consumer can tweak it to fit their specifications. What comes out in the end is exactly what a group collectively wants - the ultimate consumer product which every company dreams of having.
Produsage, when used correctly by companies is an enormous success. They are giving what the customer wants by letting them help create a product they want to use. But then this raises the question about intellectual property. Who owns this material and are these consumers informed about what’s happening with their content and their ideas? Should produsers be reimbursed for their contribution? All these questions are valid. What the answers are only time will tell. Although, there is no denying that produsage is thriving in the new economy.
Banks, J. (2002) "Gamers as Co-Creators: Enlisting the Virtual Audience - A Report From the Net Face," in M. Balnaves, T. O'Regan and J. Sternberg (eds) Mobilising the Audience.
Bruns, A. (2008) Blogs, Wikipedia, Second Life, and Beyond: From Production to Produsage.
Livingstone, S. 2008. Media Audiences, Interpreters and Users. In KCB301 book of readings.
Flew, T. (2005). New media: an introduction.