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Connectivity (media)
Connectivity refers broadly to social connections forged through mediated communications systems. That is, 'since the arrival of the World Wide Web and the spread of mobile communications, mediated connectivity has been quietly normalized as central to a consolidating ‘global imaginary’ One aspect of this is the ability of the social media to accumulate economic capital from the users' connections and activities on social media platforms by using certain mechanisms in their architecture. According to several scholars (José van Dijck, van Dijck and Poell) "it is a key element of social media logic, having a material and metaphorical importance in social media culture".This concept originates from the technological term of "Internet access, connectivity" but its application to the media field has acquired additional social and cultural implications. The increasing role of social media in everyday life serves as the basis of such connectivity in the 21st century. It shows the interr ...
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Social Media
Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social media'' arise due to the variety of stand-alone and built-in social media services currently available, there are some common features: # Social media are interactive Web 2.0 Internet-based applications. # User-generated content—such as text posts or comments, digital photos or videos, and data generated through all online interactions—is the lifeblood of social media. # Users create service-specific profiles for the website or app that are designed and maintained by the social media organization. # Social media helps the development of online social networks by connecting a user's profile with those of other individuals or groups. The term ''social'' in regard to media suggests that platforms are user-centric and enable communal ac ...
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EBay
eBay Inc. ( ) is an American multinational e-commerce company based in San Jose, California, that facilitates consumer-to-consumer and business-to-consumer sales through its website. eBay was founded by Pierre Omidyar in 1995 and became a notable success story of the dot-com bubble. eBay is a multibillion-dollar business with operations in about 32 countries, as of 2019. The company manages the eBay website, an online auction and shopping website in which people and businesses buy and sell a wide variety of goods and services worldwide. The website is free to use for buyers, but sellers are charged fees for listing items after a limited number of free listings, and an additional or separate fee when those items are sold. In addition to eBay's original auction-style sales, the website has evolved and expanded to include: instant "Buy It Now" shopping; shopping by Universal Product Code, ISBN, or other kind of SKU number (via Half.com, which was shut down in 2017); and othe ...
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Media Studies
Media studies is a discipline and field of study that deals with the content, history, and effects of various media; in particular, the mass media. Media Studies may draw on traditions from both the social sciences and the humanities, but mostly from its core disciplines of mass communication, communication, communication sciences, and communication studies. Researchers may also develop and employ theories and methods from disciplines including cultural studies, rhetoric (including digital rhetoric), philosophy, literary theory, psychology, political science, political economy, economics, sociology, anthropology, social theory, art history and criticism, film theory, and information theory. Origin Former priest and American educator, John Culkin, was one of the earliest advocates for the implementation of media studies curriculum in schools. He believed students ought to be capable of scrutinizing mass media, and valued the application of modern communication technique ...
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Social Media
Social media are interactive media technologies that facilitate the creation and sharing of information, ideas, interests, and other forms of expression through virtual communities and networks. While challenges to the definition of ''social media'' arise due to the variety of stand-alone and built-in social media services currently available, there are some common features: # Social media are interactive Web 2.0 Internet-based applications. # User-generated content—such as text posts or comments, digital photos or videos, and data generated through all online interactions—is the lifeblood of social media. # Users create service-specific profiles for the website or app that are designed and maintained by the social media organization. # Social media helps the development of online social networks by connecting a user's profile with those of other individuals or groups. The term ''social'' in regard to media suggests that platforms are user-centric and enable communal ac ...
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The Wealth Of Networks
''The Wealth of Networks: How Social Production Transforms Markets and Freedom'' is a book by Harvard Law School professor Yochai Benkler published by Yale University Press on April 3, 2006. The book has been recognized as one of the most influential works of its time concerning the rise and impact of the Internet on the society, particularly in the sphere of economics. It also helped popularize the term Benkler coined few years earlier, the commons-based peer production (CBPP). A PDF of the book is downloadable under a Creative Commons Noncommercial Sharealike license. Benkler has said that his editable online book is "an experiment of how books might be in the future", demonstrating how authors and readers might connect instantly or even collaborate. Summary Part 1: The Networked Information Economy Benkler describes the current epoch as a "moment of opportunity" due to the emergence of what he terms the Networked Information Economy (NIE), a "technological-economic feas ...
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Network Economics
In economics, a network effect (also called network externality or demand-side economies of scale) is the phenomenon by which the value or utility a user derives from a good or service depends on the number of users of compatible products. Network effects are typically positive, resulting in a given user deriving more value from a product as more users join the same network. The adoption of a product by an additional user can be broken into two effects: an increase in the value to all other users ( "total effect") and also the enhancement of other non-users' motivation for using the product ("marginal effect"). Network effects can be direct or indirect. Direct network effects arise when a given user's utility increases with the number of other users of the same product or technology, meaning that adoption of a product by different users is complementary. This effect is separate from effects related to price, such as a benefit to existing users resulting from price decreases as m ...
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Sharing Economy
In capitalism, the sharing economy is a socio-economic system built around the sharing of resources. It often involves a way of purchasing goods and services that differs from the traditional business model of companies hiring employees to produce products to sell to consumers. It includes the shared creation, production, distribution, trade and consumption of goods and services by different people and organisations. These systems take a variety of forms, often leveraging information technology (particularly digital platforms) to empower individuals, corporations, non-profits and government with information that enables distribution, sharing and reuse of excess capacity in goods and services.Sutherland, W and Jarrahi, M.H. "The sharing economy and digital platforms: A review and research agenda." ''International Journal of Information Management'' 43 (2018): 328–341. There are two main types of sharing economy initiatives: * Non-profit, usually based on the concept of book-lendin ...
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Participatory Culture
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals (the public) do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media. Overview Recent advances in technologies (mostly personal computers and the Internet) have enabled private persons to create and publish such media, usually through the Internet. Since the technology now enables new forms of expression and engagement in public discourse, participatory culture not only supports individual creation but also informal relationships that pair novices with experts.Jenkins, Henry, Puroshotma, Ravi, Clinton, Katherine, Weigel, Margaret, & Robison, Alice J. (2005). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, available at http://www.newmedialiteracies.org/wp-content/uploads/pdfs/NMLWhitePaper.pdf. Retrieved on 2/4/2013. ...
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Participatory Culture
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals (the public) do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media. Overview Recent advances in technologies (mostly personal computers and the Internet) have enabled private persons to create and publish such media, usually through the Internet. Since the technology now enables new forms of expression and engagement in public discourse, participatory culture not only supports individual creation but also informal relationships that pair novices with experts.Jenkins, Henry, Puroshotma, Ravi, Clinton, Katherine, Weigel, Margaret, & Robison, Alice J. (2005). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century, available at http://www.newmedialiteracies.org/wp-content/uploads/pdfs/NMLWhitePaper.pdf. Retrieved on 2/4/2013. ...
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Information And Communications Technology
Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications (telephone lines and wireless signals) and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information. ICT is also used to refer to the convergence of audiovisuals and telephone networks with computer networks through a single cabling or link system. There are large economic incentives to merge the telephone networks with the computer network system using a single unified system of cabling, signal distribution, and management. ICT is an umbrella term that includes any communication device, encompassing radio, television, cell phones, computer and network hardware, satellite systems and so on, as well as the various services and appliances with them such as video conferencing and ...
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FarmVille
''FarmVille'' is a series of agriculture-simulation social network game developed and published by Zynga in 2009. It is similar to ''Happy Farm'' and ''Farm Town''. Its gameplay involves various aspects of farmland management, such as plowing land, planting, growing, and harvesting crops, harvesting trees and raising livestock. The sequels ''FarmVille 2'' and ''FarmVille 3'' were released in September 2012 and November 2021. The game was available as an Adobe Flash application via the social networking website Facebook and Microsoft's MSN Games. It was previously available as a mobile app for the iPhone, iPod Touch, and iPad for a brief period in 2010. The game was free-to-play; however, to progress quickly within the game, players are encouraged to spend ''Farm Cash'' (in ''FarmVille'') or ''Farm Bucks'' (in ''FarmVille 2''), which are purchasable with real-world currency. ''FarmVille'' was thus one of the first major freemium games. After launching on Facebook in 2009, ...
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Groupon
Groupon is an American global e-commerce marketplace connecting subscribers with local merchants by offering activities, travel, goods and services in 13 countries. Based in Chicago, Groupon was launched there in November 2008, launching soon after in Boston, New York City and Toronto. By October 2010, Groupon was available in 150 cities in North America and 100 cities in Europe, Asia and South America, and had 35 million registered users. By the end of March 2015, Groupon served more than 500 cities worldwide, nearly 48.1 million active customers and featured more than 425,000 active deals globally in 48 countries."Groupon Q1 2015 Public Fact Sheet." Groupon. Retrieved June 1, 2015. http://investor.groupon.com/index.cfm . The idea for Groupon was created by former CEO and Pittsburgh native Andrew Mason. The idea gained the attention of his former employer, Eric Lefkofsky, who provided $1 million in seed money to develop the idea. In April 2010, the company was valued at $1.35 bi ...
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