After this weeks reading, I’m very happy to have had some of my questions answered from the previous week (especially on music and how they would gain capital). But then I got to thinking how this open source model applies to my art practice, and whether it’s something I’d like. (Again, this came out so much longer than I expected, but that’s what’s so great about an online course!)
- How is peer production applicable on an image (for photographers, illustrators, painters, and other types of “image” artists) if peer production was to be used in that context?
-It does away with intellectual property rights, “Traditional forms of intellectual property confer the right to exclude others from using or distributing a creative work. Peer production is more or less the opposite. Communities of producers typically use ‘ general public licenses’ to guarantee users the right to share and modify creative works provided that any modifications are shared with the community.” (69)
On a personal level, I don’t like the idea of doing away with all intellectual property rights. I would care about how my art (and by extension, myself) is represented. The open-sharing aspect of peer production is admirable, but when it comes down to the possibility that someone could misuse my artwork in a way I find (or others find) offensive, I’m not too enthusiastic. Sure one can argue that with Web 2.0, its impossible to protect your work completely, however from my understanding, copyright attempts to do so. A few days ago, an artist I watch on deviantART (Acrylicana for those interested) found that fake knock-offs of one of her prints were being sold as t-shirts in Australia(knock off & original print). Even worse was that the store in Australia didn’t know they were knock-offs (they had bought from vendors in Thailand). Because her fans in Australia were able to help her contact this store, she is now able to enforce her copyrights and stop them from misrepresenting her name on fake goods. Is there a difference between derivative work and those knock offs? At the same time, because of this, I can definitely see mass collaboration as a strength, she was able to find those stores because of her fans collaboratively trying to help her.
To be honest, I’m not a fan of remixing. I can see how it could improve the quality of work, but it can also ruin it. Often I find remixes to either come across as uncreative or disrespectful to the original creator. Sometimes I don’t understand why people would want to rely on someone else’s work, when they can create a completely new work, especially in the case with music. For sure it’s difficult to come up with an original tune, but that’s what makes the effort worth it so you can claim it as your own! I believe that there is a difference between being inspired, and literally using someone else’s work. Now I’m not proposing that all remixes are terrible, obviously there are really well done ones that are wonderful, because it keeps in spirit of the original or brings a refereshing new twist. I also don’t deny that it’s a huge aspect in media and entertainment (people love expressing their opinions after all). I admire the open trust and also the good nature in improvement, I just think it’s like a double edged sword; it’s not only positive, but can also be negative.
I’m interested in the kinds of moderation that will be involved in this peer producing module, and if the original creator can prevent offensive representations of themselves.
Wikipedia actually states my concern through a contemporary example, The Numa Numa Dance video, that I have as a result from this week’s reading and lecture. O-zone is the original creators of the song heard in the Numa Numa Dance.
In contrast to their multi-platinum status in Europe, O-Zone never entered the charts in the United States. The viral video Numa Numa Dance helped to slightly boost awareness of “Dragostea din tei” in the United States, but while the song received moderate to major airplay, most Americans knew it simply as “Numa Numa” and never knew the name of the original song or the group that performed it.
How will they go about enforcing new derivative media to acknowledge the original? I think it’s important to ask these how questions in order to mediate those who are unsure and to fully implement the model. I don’t think that the old model will necessarily die out, however I do agree it will become less popular. I think there will always be people who are reluctant to change, or do not want to participate with the majority. Perhaps in the future, after mass collaboration has reached it’s height, people may argue it’s better to go back to the older model, who knows.
Another more recent example I can think of in the animation world, is the Caramelldansen meme. Similar to the Numa Numa video, but they include the original song’s name as part of the title to avoid confusion. It started with a Japanese visual novel animated sequence, that someone put with the Caramelldansen song. Now if you search Caramelldansen on youtube, you can find so many versions of the same animation sequence but with different characters from all sorts of media. Luckily the original band Caramell likes the phenomenon, but what if they didn’t and found it offensive? Would they just have to suck it up and accept what their music is being used and known for? (In this case it’s not offensive in any way, I’m just wondering possibilities.)
Through this week’s reading, I’m starting to see this module as an option, not a necessity, of an business approach. There are advantages as well as disadvantages, whereas in the previous reading I felt Wikinomics was just looking at the positives.
Advantages to Wikipedia:
1.)Better records for events or topics that are debatable between people, for example, accounts of war and deaths. I can think of one example, an account of deaths between the Chinese government and the students (and Red Cross) of the Tianmenan Square Massacre.
2.) Large contribution base, anyone can submit anything, lots of users to back up and edit for best version.
Also, it’s free, very easy to use, multilingual, and accessible to anyone with internet.
Disadvantages to Wikipedia:
1.) Relying on Wikipedia as the only source of reference, believing that everything posted on there is absolute truth without checking other sources. (For example, on page 74 regarding Wikipedia’s major disadvantage: Anyone can claim to be an expert on any topic.) You ultimately have to be responsible for making sure the sources are correct.
2.)Contributors who do indeed know a lot of a topic, but may come from a biased perspective. Since it’s open to editing, you have to be wary you don’t search up a topic that someone has purposely altered information to be more favorable to their opinions.
“Despite the huge number of users, Wales estimates that over 50 percent of edits are made by less than 1 percent of users, a clear sign that amid the chaos lies a small but committed group of regular users. On occasion, ‘edit wars’ break out, in which users repeatedly reverse each other’s changes. In these rare cases, a Wikipedia staffer makes the final judgement.” (73)
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The second part of this week’s reading, I’m very happy to find an example I know very well (Second Life) and mmogs. I play it and I know a fellow classmate in my animation year that sells items in it! However, this following part, I felt was too idolizing Second Life in comparison to other online multiplayer games.
“While some multiplayer games forbid real-world trades of virtual goods, the practice is sanctioned, even encouraged within Second Life.”(126)
The problem with this statement, is that most online multiplayer games are games, not virtual worlds where users can create and sell anything they wish. (Many of them are mmorpgs, and are not structured the same way.) But in Second Life, users are only limited to their imaginations; they can create and sell almost anything. Whereas most online games only let the user transfer real life currency to game currency (or game with game), Second Life allows the reverse (Linden Dollars to real currency), allowing players to make real-world money from their virtual items. With other online games, this is not possible, and real-world trading is discouraged as a precaution for those wanting to trade real-world money for an in-game item. (To prevent scams, whether virtual or real, and also to prevent players from spending all their real-world money on virtual game items, and possibly putting them in debt.) Of course Second Life encourages real-life trades, because it’s set up a real-life replicated economy. There’s no way to do so in other online games (such as World of Warcraft), where virtual can never translate back into real-life. That’s what makes Second Life special amongst all the other mmogs, it offers something that none of the other games have offered. But in this statement, I found the comparison to be silly, because the two types of models are completely different.
Something that also bothers me with all this customization content in this second reading, is will people ever become tired of all these services that offer customization? Will there ever be a point later on, that people just become tired of all the individualism, all the customization, that no one will have anything in common in terms of products? Right now customization is still a niche (everyone wants something no one else has, how better to get it than by customizing it yourself?), but will there ever be a point everyone gets tired of being so expressive of themselves and losing the feeling of having something in common?
I was thinking, reading the other blogs in this course, about how social networking was so popular when Myspace first came out. I believe it was after Myspace that Facebook showed up, and now Twitter. There are a lot of people that go “oh another social networking site” and don’t understand Twitter. (I don’t either really, but it’s simple and fun.) I wonder if this will ever happen with Prosuming that Tapscott and Williams discuss, that people go “oh another way we can make the product, offer our opinions” which then lead to the “why bother” feeling when it’s everywhere?