Towards a Sociology of Massive Cultural Production

I've spent the last two days devoted to the work of French sociologist Pierre Bourdieu (1930-2002), who wrote extensively on what he calls the field of cultural production. I think "cultural production" is an important category for study, because I think a lot of recent work on Web 2.0 (such as Tapscott & Williams' Wikinomics book and Benkler's Wealth of Networks) focuses too narrowly on professional collaborations in the discovery, production, and dissemination of "knowledge" and "information." These are important contributions, but many of the big sites aren't about knowledge or information. They are fundamentally about experience: of culture (YouTube, Newgrounds), of friendship (Facebook, MySpace), of shared fantasy (Second Life, World of Warcraft), etc. The Web isn't an encyclopedia: along with the home and the workplace, it's a primary environment in which we live, play, love, learn, and express ourselves. Thus, the sociology of massive cultural production is as necessary to study as the economics of networked collaboration. Which brings us back to Bourdieu.

Among Bourdieu's goals are disentangling and even modeling the incredibly complex inputs that lead to epochs of cultural production, such as late 19-century French literature. These inputs include things like the following:

  • The intentions and dispositions of the artist or author
  • Economic and political contexts, including material production, income, and influence of dominant class ideology
  • The artist's particular use of a generic "language," such as the visual and thematic conventions of a contemporary science fiction movie
  • The role of the critic in justifying, discovering, or downright creating the value of a work (think of Oprah's effect on a novel's sales and prestige)
  • The education, dispositions, and tastes of the audience and how they combine to create demand

The obvious strength of Bourdieu's approach is that it avoids reducing cultural production to an oversimplified account, such as "the author's intention," or "serving the needs of the dominant economic class," or "whatever happens in the cognition of the reader/viewer," etc. Reductiveness is particularly a problem in scientific sampling, which seeks through its "operational definitions" to place discrete boundaries around phenomena whose very essence is the struggle to create boundaries; in other words, for Bourdieu, sampling of phenomena relating to cultural production predetermines the data, rather than enabling its representation.

The obvious weakness of Bourdieu's theory is that this is not an easy model to go out and apply. Fortunately, Bourdieu does apply his model in analyses of French literature, which we can, in turn, at least try to emulate in a domain of cultural production that we all care about, say, Newgrounds animations, SecondLife builds, or MySpace mini-apps.

So, simplifying for clarity and brevity, Bourdieu characterizes the "field" of cultural production as a "space" in which actors (artists, critics, etc.) struggle. They struggle not only to promote their own ideas over others, but also to draw boundaries of inclusion and exclusion as to who has a voice, who belongs in the struggle. This field he represents as a two-dimensional graph. Different agents, through an interaction between their own predispositions and the objective world of options they have in front of them, position themselves in this space.

Bourdieu's graphic representation of the field of literature in 19th century France.

The X-axis maps the range of popularity, from no audience to a large audience. Related to that are economic matters: large audiences tend to mean lots of money but also lots of market interference on the artist's vision. Small or no audiences mean lots of autonomy for the artist--who can do whatever she or he wishes--but at the expense of economic profit.

The Y-axis maps the degree of consecration. High consecration refers to academic and institutionalized consecration: the work is recognized as "high art," "worthy," or "important"; it also correlates to the category of the "old." Low consecration is associated with youth, the merely popular, throwaway culture.

Now, here is my central question: Can Bordieu's model be used to represent massive cultural production in the era of Web 2.0? Here are some objections that have occurred to me:

  • Both French literature and contemporary mainstream film, books, and comics have high barriers to entry, that is, restricted access; that clearly is not the case (at least, not in the same way) for Web 2.0 creativity.
  • Institutionally, we know how to handle all aspects of 20th century mass media: production, distribution, and consumption. Thus, we have established protocols for "consecration." With massive cultural production, the relationships between the relevant institutions (such as the hierarchies of blogs and wikis on the one hand versus universities and journalism on the other) are anything but clear, and the protocols for consecration are likewise confused.

That's all pretty abstract. Let me make it more concrete. In April, Jeremi Karnell, Carl Marci, and I did a presentation for MITX on the Numa Numa dance viral video. It doesn't get any more establishment than the president of a digital marketing services firm, a corporate researcher, and a university researcher coming together to present under the auspices of something like MITX. In Bourdieu's model, that would be a consecration of high order. Did we consecrate Numa Numa in that presentation? Surely we did on some level, but what does "consecration" even mean in this context?

Another example. Earlier this year, YouTube held awards for its "best" videos of 2006, as divided into seven categories. Each category had 10 finalists. That's 70 finalists taken from around 24 million videos uploaded that year. What possible protocol could justifiably identify the best 0.0003% of YouTube videos, from a cultural standpoint? And once this task is complete, for better or worse, again we are faced with the question of what kind of consecration is it to be a finalist of a YouTube video award.

Returning to the original question: Can Bourdieu's model be used to expose and represent the field of massive cultural production? The answer is yes, but with a caveat. Many of the underlying characteristics and concepts of Bourdieu's model will apply (e.g., field, habitus, position-taking, cultural capital), but identifying the specific categories of the space of massive cultural production, that is, finding alternatives to, or at least redefinining "degree of consecration" and large versus small audience, will require deriving or defining the new categories empirically. And that's gonna be a bit of a job. And I've got six weeks to do it. Hrm.

Desktop Applications, Screen Mates, Widgets, Gadgets, Modules, Oh My!!!

Bda_cover

Consumer control of media continues to shatter old paradigms of content publishing and distribution.   More and more enterprises are exploring disaggregated media strategies that embrace the web as a platform for services and allowing consumers of information to install, embed, and/or configure small executable applications that are customized to fit into very individualized and personalized media portfolio.  From Branded Desktop Applications such as Southwest Airline’s Ding! to Apple’s iPhone Mobile Widgets, the marketplace is heating up with new and innovative solutions to answer the consumer cry for rich, modular, and customizable streams of content and information. 

Last week, One to One Interactive and MITX hosted the second Digital Marketing Series event that explored these emerging platforms, case examples of successful deployments, and best practices.  Participating in the session was Chris Heitmann, EVP One to One Interactive & Managing Director of OTOlabs, Stephen DiMarco, CMO of Compete.com, Nick Quagliara, M.S. IU School of Informatics, and Dan Gallagher, VP Audience & Architecture of NetworkWorld

The presentation and survey data that was discussed at the session may be downloaded here:

Speakers' Presentation (PDF, 11MB)
Compete Disaggregated Media Survey (July 2007)

Special thanks goes to Jeffrey Bardzell, Ph.D. and Shaowen Bardzell, Ph.D. for their valuable contributions.

OTOi helps Comcast Launch "Comcastic Island" in Second Life

Yesterday, Comcast announced the opening of Comcastic Island in Second Life, officially becoming the first major North American communications company to establish a presence in a virtual world environment.  Comcast, a client of OTOi, started planning a Second Life initiative at the end of last year.  OTOi developed the strategy and outsourced the build to Million's of Us.  There was a concerted effort  to not do anything overtly marketing.  Instead, efforts were focused on creating value for the overall Second Life Community by developing a massive entertainment venue where in-world residents may go to play and have fun. 

Comcastic Island, which may be accessed by typing in the Keyword "Comcast" within Second Life's World Map search bar or by visiting the following SURL: http://slurl.com/secondlife/Comcast/128/128/0, contains a futuristic race track, jest ski course, jet pack course (where the jet packs may be acquired for free and used by residents as transportation  anywhere within Second Life), parachuting, an entertainment complex, cafe, and a secret lab (which you are going to have to try to find on your own).

This is the first of many initiatives planned by Comcast within Second Life.  Ultimately, this project will help inform them on how to engage with individuals in this and other up and coming virtual worlds (see Dr. Bardzell's post titled "Tourist vs. Resident Research").  This learning is vital for Comcast has they continue to transform themselves into one of the worlds leading entertainment companies.

Additional articles and posts about this launch may be found below:

Press:

Forbes.com
http://www.forbes.com/feeds/ap/2007/06/14/ap3822528.html

MediaPost
http://publications.mediapost.com/index.cfm?fuseaction=Articles.showArticleHomePage&art_aid=6239

Multichannel News
http://www.multichannel.com/article/CA6452096.html

GameDaily BIZ
http://biz.gamedaily.com/industry/news/?id=16508

 
Blog Posts:

3pointd
http://www.3pointd.com/20070605/comcast-parachutes-into-second-life/

MOU blog
http://www.millionsofus.com/blog/

SL Universe
http://www.sluniverse.com/pics/Default.aspx?Name=Kumi%20Kuhr

Blog Spot
http://slambling.blogspot.com/2007/06/comcast.html

ScottSecondLife
http://scottsecondlife.blogspot.com/2007/06/enter-comcastic-island.html

MindBlizzard
http://blog.mindblizzard.com/2007/06/comcast-plugged-in-sl.html

RipTen
http://www.ripten.com/2007/06/15/current-life-got-you-down-comcast-has-the-answer

mySecondLife.it (Italians are into it)
http://www.mysecondlife.it/comcast-apre-un-parco-a-tema/20070615.html

Slandreamedia (the French too, dammit)
http://slandreamedia.wordpress.com/2007/06/06/un-fai-dans-second-life/

Virtual Worlds News
http://www.virtualworldsnews.com/2007/06/whos_new_to_sec.html


Jeremi Karnell-President, One to One Interactive

Forrester Research Points to OTOinsights

Images Thank you Brian Haven, Senior Forrester Research Analyst, for pointing to OTOinsights  in a recent report titled "Interactive Marketing Channels to Watch in 2007" as an example of how marketers should leverage their email and RSS content to support their initial steps into the blogsphere. 

Brain writes:

" Make your first strides into social media with RSS and blogs:  Last year, we said holding off on social media was OK>  But rapid consumer adoption of these channels indicates that the time is now to enter this space.  How to dive in?  RSS is relatively simple first step for marketers with mature email marketing programs in that initial RSS feeds can consist of repurposed email content.  Likewise, email or RSS content can also create initial blog posts.  For example, interested users can find insights from interactive agency One to One Interactive from its blog, via RSS, or in email alerts."

In addition to leveraging existing e-mail/RSS content to support initial blog initiatives we would like to add to Brian's advice by recommending that marketers actively educate their internal constituents on their company's corporate blog strategy and, when appropriate, seek regular contributions from their staff as a way to begin generating new and more relevant content.  Additionally, marketers would be well served by incorporating social bookmarking (like De.licio.us) into their blog strategy as a way to augment their existing content with complimentary content on the Web authored by external sources.

Notable Technology Marketers on MySpace

Below represents three major technology brands that are using social network site MySpace.com to promote their brand and/or products via their own MySpace page.


Cingular_logo

Company: Cingular

URL: http://www.myspace.com/cingularsounds

Cingular


Dell_logo

Company: Dell

URL: http://www.myspace.com/dellditty

Dell


Motorola_logo

Company: Motorola

URL: http://www.myspace.com/motoq

Motorola_1

One to One Interactive

  • Logo_6_1

Contact Us

E-Mail Digest



  • Powered by FeedBlitz

OTO del.icio.us Links