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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 ( 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 " 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 interrelations between the users act ...
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Social Media
Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongst virtual communities and Network virtualization, networks. Common features include: * Online platforms enable users to create and share content and participate in social networking. * User-generated content—such as text posts or comments, digital photos or videos, and data generated through online interactions. * Service-specific profiles that are designed and maintained by the List of social networking services, social media organization. * Social media helps the development of online social networks by connecting a User profile, user's profile with those of other individuals or groups. The term ''social'' in regard to media suggests platforms enable communal activity. Social media enhances and extends human networks. Users access so ...
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EBay
eBay Inc. ( , often stylized as ebay) is an American multinational e-commerce company based in San Jose, California, that allows users to buy or view items via retail sales through online marketplaces and websites in 190 markets worldwide. Sales occur either via online auctions or "buy it now" instant sales, and the company charges commissions to sellers upon sales. eBay was founded by Pierre Omidyar in September 1995. It has 132 million yearly active buyers worldwide and handled $73 billion in transactions in 2023, 48% of which were in the United States. In 2023, the company had a take rate (revenue as a percentage of volume) of 13.81%. The company is listed on the Nasdaq Global Select Market and is a component of the S&P 500 and formerly the Nasdaq-100. eBay can be used by individuals, companies and governments to purchase and sell almost any legal, non-controversial item. eBay's auctions use a Vickrey auction (sealed-bid) proxy bid system. Buyers and sellers may r ...
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Information Age
The Information Age is a historical period that began in the mid-20th century. It is characterized by a rapid shift from traditional industries, as established during the Industrial Revolution, to an economy centered on information technology. The onset of the Information Age has been linked to the development of the transistor in 1947. This technological advance has had a significant impact on the way information is processed and transmitted. According to the United Nations Public Administration Network, the Information Age was formed by capitalizing on computer miniaturization advances, which led to modernized information systems and internet communications as the driving force of social evolution. There is ongoing debate concerning whether the Third Industrial Revolution has already ended, and if the Fourth Industrial Revolution has already begun due to the recent breakthroughs in areas such as artificial intelligence and biotechnology. This next transition has been t ...
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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 it mostly draws 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 should be capable of scrutinizing mass media, and valued the application of modern communication techniqu ...
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Social Media
Social media are interactive technologies that facilitate the Content creation, creation, information exchange, sharing and news aggregator, aggregation of Content (media), content (such as ideas, interests, and other forms of expression) amongst virtual communities and Network virtualization, networks. Common features include: * Online platforms enable users to create and share content and participate in social networking. * User-generated content—such as text posts or comments, digital photos or videos, and data generated through online interactions. * Service-specific profiles that are designed and maintained by the List of social networking services, social media organization. * Social media helps the development of online social networks by connecting a User profile, user's profile with those of other individuals or groups. The term ''social'' in regard to media suggests platforms enable communal activity. Social media enhances and extends human networks. Users access so ...
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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 fea ...
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Network Economics
Network, networking and networked may refer to: Science and technology * Network theory, the study of graphs as a representation of relations between discrete objects * Network science, an academic field that studies complex networks Mathematics * Networks, a graph with attributes studied in network theory ** Scale-free network, a network whose degree distribution follows a power law ** Small-world network, a mathematical graph in which most nodes are not neighbors, but have neighbors in common * Flow network, a directed graph where each edge has a capacity and each edge receives a flow Biology * Biological network, any network that applies to biological systems * Ecological network, a representation of interacting species in an ecosystem * Neural network, a network or circuit of neurons Technology and communication * Artificial neural network, a computing system inspired by animal brains * Broadcast network, radio stations, television stations, or other electronic media ou ...
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Sharing Economy
The sharing economy is a socio-economic system whereby consumers share in the creation, production, distribution, trade and consumption of goods, and services. These systems take a variety of forms, often leveraging information technology and the Internet, particularly digital platforms, to facilitate the distribution, sharing and reuse of excess capacity in goods and services. It can be facilitated by nonprofit organizations, usually based on the concept of book-lending libraries, in which goods and services are provided for free (or sometimes for a modest subscription) or by commercial entities, in which a company provides a service to customers for profit. It relies on the will of the users to share and the overcoming of stranger danger. It provides benefits, for example can lower the GHG emissions of products by 77%-85%. Origins Dariusz Jemielniak and Aleksandra Przegalinska credit Marcus Felson and Joe L. Spaeth's academic article "''Community Structure and Collaborativ ...
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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 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. Thi ...
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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 (telecommunications), 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 ...
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FarmVille
''FarmVille'' is a series of agriculture-simulation social network games 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, respectively. 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 ...
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Groupon
Groupon, Inc. 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 ...
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