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The Grime Scene: Social Media, Music, Creation and Consumption

Published: 04 October 2016 Publication History

Abstract

In this paper we start to explore and unpack the work of Grime music producers and performers with a focus on their attitudes, working practices and use of social media. We explore the origins of grime and describe a complex set of interactions between people and technology in order to facilitate the production and dissemination of audio content in an evolving digital climate. We explore how individuals in this space curate and collect content, with a view to reuse in the future. We also explore how grime is evolving and ways in which technology might be able to facilitate many of these processes more effectively. Finally, we explore technological issues that pertain to music production and dissemination in its current state and implications for design for future applications and contexts.

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Barron, L. The sound of street corner society: UK grime music as ethnography. European Journal of Cultural Studies 16, 5 (2013), 531--547.
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Beer, D. Making friends with Jarvis Cocker: Music culture in the context of Web 2.0. Cultural Sociology 2, 2 (2008), 222--241.
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Chamberlain, A., McGrath, S., and Benford, S. (2015) Understanding social media and sound: music, meaning and membership, the case of SoundCloud. Digital Music Research Network Workshop.
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Cochrane, T. and Oldfield, J. iPadagogy2.0: Exploring the affordances of the iPad for student-generated media production. (2011).
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Darrow, J.J. and Ferrera, G.R. Social Networking Web Sites and the DMCA: A Safe-Harbor from Copyright Infringement Liability or the Perfect Storm? Northwestern Journal of Technology and Intellectual Property 6, (2007).
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Eck, D. Automatic Generation of Social Tags for Music Recommendation. Neural Information Processing Systems, (2007).
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Hoare, M., Benford, S., Jones, R., and Milic-Frayling, N. Coming in from the Margins: Amateur Musicians in the Online Age. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI (2014).
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Kwong, T. Understanding the Behavioral Intention to Digital Piracy in Virtual Communities - A Propose Model. e-Technology, e-Commerce and e-Service, (2004).
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Lazar, J. and Preece, J. Social considerations in online communities: Usability, sociability, and success factors. In Cognition in the Digital world. (2002), 1--46.
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Marshall, L. The Effects of Piracy Upon the Music Industry: a Case Study of Bootlegging. Media Culture & Society, (2004).
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Cited By

View all
  • (2022)Criminalising Black Trauma: Grime and Drill Lyrics as a Form of Ethnographic Data to Understand “Gangs” and Serious Youth ViolenceGenealogy10.3390/genealogy70100027:1(2)Online publication date: 23-Dec-2022
  • (2020)Breaking the workflow: Design heuristics to support the development of usable digital audio production toolsProceedings of the 15th International Audio Mostly Conference10.1145/3411109.3411133(130-137)Online publication date: 15-Sep-2020
  • (2019)Encumbered InteractionProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300706(1-13)Online publication date: 2-May-2019

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  1. The Grime Scene: Social Media, Music, Creation and Consumption

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    Published In

    cover image ACM Other conferences
    AM '16: Proceedings of the Audio Mostly 2016
    October 2016
    285 pages
    ISBN:9781450348225
    DOI:10.1145/2986416
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 04 October 2016

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    Author Tags

    1. Audio
    2. Community
    3. Creativity
    4. Digital
    5. Ethnography
    6. HCI
    7. Innovation
    8. Music
    9. Social Media Production

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    • Refereed limited

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    AM '16
    AM '16: Audio Mostly 2016
    October 4 - 6, 2016
    Norrköping, Sweden

    Acceptance Rates

    AM '16 Paper Acceptance Rate 40 of 53 submissions, 75%;
    Overall Acceptance Rate 177 of 275 submissions, 64%

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    Cited By

    View all
    • (2022)Criminalising Black Trauma: Grime and Drill Lyrics as a Form of Ethnographic Data to Understand “Gangs” and Serious Youth ViolenceGenealogy10.3390/genealogy70100027:1(2)Online publication date: 23-Dec-2022
    • (2020)Breaking the workflow: Design heuristics to support the development of usable digital audio production toolsProceedings of the 15th International Audio Mostly Conference10.1145/3411109.3411133(130-137)Online publication date: 15-Sep-2020
    • (2019)Encumbered InteractionProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300706(1-13)Online publication date: 2-May-2019

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