It is with great interest that I come to
reflect on the rise of the digital “prosumer” for this week’s blog. This term is generally attributed to Alvin
Toffler (cited in Ritzer & Jurgenson, 2010) and refers to a trend in which
people have transitioned from being consumers to both producers and consumers
of content. Ritzer & Jurgenson (2010) reflect on the rise of this trend,
particularly as it relates to the Internet, or more specifically Web 2.0 . This relates more specifically to my
interests through the websites Youtube and Twitch TV, both of which have kick-started
the careers of many prominent Internet figures known as Youtubers or Streamers.
These sites demonstrate the popular trend of becoming a digital prosumer.
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| Source: Google Images |
This phenomenon had led to a strong desire
for people to become Internet personalities,
given there are no restrictions on who can upload to youtube, one simply needs
to register an account. A common way of getting started on these sites -particularly
within the gaming community - is to post or stream ‘let’s play’ videos of popular video games. This is a popular strategy because the majority
of these games have an established audience.
For example, on their ‘about’ page, Twitch TV
boasts that they have “more than 38 million visitors per month” (Justin.tv inc,
2013).
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| Source: Google Images |
However, there are some problems inherent
to this format, including piracy and copyright, which I discussed in last week’s blog.
While ‘let’s play’ videos have become popular practice online, the publishers
and creators of the games being played have become increasingly concerned with
the use of their content. Some
publishers such as Nintendo and Sega have even gone to such lengths as
to ban accounts of users that publish footage of their games. Youtube
personalities such as Totalbiscuit have subsequently removed and boycotted any further content for those
publishers, which denies them potential free advertising to a large audience.
I believe that part of the issue is that
these publishers are failing to adapt to a rapidly advancing market. Piracy and
copyright are ambiguous issues and debate continues to surround them. Is it
fair for ‘let’s players’ to profit from somebody else’s work? I would argue
that it certainly has very little negative impact on product sales, and Twitch
has built an entire business around just this practice.
This practice is but one example of the
development of a digital prosumer culture, where those that enjoy many
different types of content are able to be both consumed and then reproduced for
consumer benefit.
References
Ritzer, G., &
Jurgenson, N 2010, ‘Production, consumption, prosumption: the nature of
capitalism in the age of the digital ‘prosumer’’,
Journal of Consumer Culture, vol.10,
no.1, pp.13-36.
Justin.TV Inc, 2013, ‘All about Twitch – Twitch’ retrieved September 2013 at http://www.twitch.tv/p/about


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