ABSTRACT
My research evaluates how the social, legal, and technical elements of distributed creative peer production intersect to produce successful media franchises. I examine two international case studies -- Hatsune Miku and Minecraft -- using a mixed method (ethnographic and computational social scientific) approach to illustrate the politics and processes behind creator, audience, and co-producer relationships.
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- Bruns, A. (2009). Blogs, Wikipedia, Second Life and Beyond: From production to produsage. London: Peter Lang.Google Scholar
- Burrell, J. (2012). "The Ethnographer's Complete Guide to Big Data: Answers (part 2 of 3)." Ethnography Matters. Retrieved from http://ethnographymatters.net/2012/06/11/the-ethnographers- complete-guide-to-big-data-part-ii-answers/Google Scholar
- Coleman, G. (2004). The Political Agnosticism of Free and Open Source Software and the Inadvertent Politics of Contrast. Anthropological Quarterly, 77 (3).Google Scholar
- Geiger, R.S., & Ribes, D. (2011). Trace Ethnography: Following coordination through documentary practices. In Proceedings of the 44th Annual Hawaii International Conference on Systems Sciences, HICSS '11. Google ScholarDigital Library
- Hill, B.M., & Monroy-Hernández, A. (2013). The cost of collaboration for code and art: Evidence from a remixing community. In Proceedings of the 2013 ACM Conference on Computer Supported Collaborative Work, CSCW '13. Google ScholarDigital Library
- Jenkins, H. (2006). Convergence Culture: Where old and new media collide. New York: NYU Press.Google Scholar
- Leavitt, A. (2013). The Source of Open-Source Culture: Participation in the production of an open media artifact, Minecraft. Selected Papers of Internet Research, Association of Internet Researchers. Retrieved from http://spir.aoir.org/index.php/spir/article/view/798Google Scholar
- Leavitt, A., & Clark, J., (2014). Upvoting Hurricane Sandy: Event-Based News Production Processes on a Social News Site. In Proceedings of the 2014 SIGCHI Conference on Human Factors in Computing Systems, CHI '14. Google ScholarDigital Library
- Neff, G., & Stark, D. (2003). Permanently Beta: Responsive Organization in the Internet Era. In Howard, P., & Jones, S. (Eds.), Society Online: The Internet in context. Thousand Oaks, CA: Sage.Google Scholar
- Ritzer, G., & Jurgenson, N. (2010). Production, Consumption, Prosumption: The nature of capitalism in the age of the digital 'prosumer'. Journal of Consumer Culture, 10 (1).Google ScholarCross Ref
- Rotman, D., Preece, J., Yurong, H., & Druin, A. (2012). Extreme Ethnography: Challenges for Research in Large Scale Online Environments. In Proceedings of the 2012 ACM iConference. Google ScholarDigital Library
Index Terms
- Doctoral Colloquium -- Open-Source Culture: The Production & Politics of Distributed Creative Peer Production
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