On Crowdsourcing and Alternative Forms of Participatory Culture
The internet has expanded the way businesses interact with
their consumer base. For example, before the Internet, crowdsourcing, the
practice of asking people online to offer solutions to a problem would have
been unthinkable. Most literature I have read about crowdsourcing, however, tends
to focus on engineering or marketing, and does not acknowledge how fields such
as music, entertainment, and media could benefit from this mind set. This is a
real shame, as these fields already experience a similar phenomenon called
fandom they could tap into.
Modern fandom can be defined as a group of people uniting
into a strongly defined community over their shared love for a piece of media. This
appreciation manifests in the form of written work (fanfiction) art (fanart) or
video/audio pieces that tie into or contribute to the relevant property. Fandom
has its roots in the 1960s, when fans of sci-fi stories such as Star Trek would
hold convention or create fanzines. What allowed this type of culture to break
into the mainstream was the advent of the Internet (Subculutres). Before then,
fandoms needed a physical space for members to interact in and gather around so
that the community could thrive. The Internet overcame this problem by offering
an easily accessible space that bypassed geographical restrictions.
Sociologists classify fandom as a type of participatory culture.
This is when consumers also act as producers and creators in relation to the
product they are consuming. Participatory culture has a few qualifying
conditions, including:
Low barrier to engagement
Support for creation and sharing
Members see value in their interactions
Members feel strong connections with one another (Subculutres)
Despite its ubiquity, fan-created works come with a
pertinent question of its own legal status. For a long time, there has been an
ongoing debate of whether fan works qualify as copyright infringement or are
immune to such accusations. Fanfiction often gets classified as derivative
works, since they are pieces of art that borrow copyrighted characters,
elements, or settings without the permission of the original creator or
copyright holder (Kopp). Specifically, it comes from 17 U.S. Code § 106, which
states, “the owner of copyright under this title has the exclusive rights to do
and to authorize (…) in the case of literary, musical, dramatic, and
choreographic works, pantomimes, and motion pictures and other audiovisual
works, to perform the copyrighted work publicly.” (17 U.S.)
On the other side of the argument, advocates such as the
Organization for Transformative Works (OTW) claim fanfiction to be protected
under the doctrine of fair use. In this scenario, if the work is deemed as
“transformative” -meaning it adds to the original work- then that means it does
not count as copyright infringement. This position relies on two major conditions:
that the author of the fan work does not benefit commercially, and that that
the existence of the fan-made works does not depreciate the value of the
original work (Kopp). “As a matter of copyright and trademark law, the sort of
noncommercial, transformative works that fans make tend to fit quite well into
the definitions of non-infringing fair use,” says Dr. Betsy Rosenblatt, legal
chair of the OTW (Manente).
Fandom’s enthusiasm and energy can be channeled in a
positive manner, especially when it comes to crowdsourcing projects in the
realm of liberal arts. For example, in 2017, the showrunners of FOX’s animated
sitcom Bob’s Burgers decided to do something interesting for their season eight
premiere. To celebrate their fans, the creators gave fans the chance to submit samples
of their animation and picked a handful of them to animate the final episode in
their own unique style. The result is a surreal episode with 60 distinct art
styles that change from scene to scene. The episode overall received positive
critical reception. “Bob’s Burgers has always been about misfits coming
together, flaws and all, to navigate the seemingly insurmountable challenges (…)
it’s fitting that the season-eight premiere, “Brunchsquatch,” was animated with
the help of more than 60 creative fans.” (Wellen)
Furthermore, tapping into the fan community is a good way to
recruit new talent onto official projects. Research on crowdsourcing proves
that people who have intrinsic or extrinsic motivations for participating tend
to produce better results (Rigby). The more serious of these fans who interact
with the community tend to be motivated by two things; an intrinsic appreciation
for the property they are playing with, or extrinsic desire to interact with
others in the community. In addition, the people who have the dedication and
skill to regularly work on fan projects either demonstrate a reliable work
ethic, are already someone trained in this skillset, or some combination of the
two. For example, Lauren Bouchard, creator of the afore mentioned program Bob’s
Burgers, who was already encouraging of fan works, once hired a new writer
based on a sample of their fanfiction (Wellen).
Cultivating a large online fan community also has positive
attributes beyond scouting for new talent or ideas. For many people, fandoms become
an integral part of their identity. Fandom also encourages in people to reinforce
their sense of identity through collection and consumption of their interest (Subcultures).
In theory this would mean increase consumption of the original product and a
deeply ingrained sense of brand loyalty. Furthermore, fandom can be seen as an opportunity
to freely advertise the original IP. Creating fan works online tends to draw
attention to the property and introduce outsiders to it if it becomes viral
enough.
As the Internet continues to be the dominant mode of communication
in society, organizations need to continue to adapt to it if they want their messages
to remain relevant with users. The Internet encourages two-way communication
which has led to the rise of participatory cultures. This phenomenon might manifest
in seemingly different ways, whether it be crowdsourcing or, in the case of the
entertainment fields, the rise of fan culture and works. Regardless all these
instances follow principles, and their existence has the same effect on participants,
greater sense of connection and investment in the original product, idea, or
message.
References
“17 U.S. Code § 106 -
Exclusive Rights in Copyrighted Works.” Legal Information Institute,
Legal Information Institute, www.law.cornell.edu/uscode/text/17/106.
Hatch, Rachel. “Fans of
Fandom: Psychology Faculty Break down the Passion and Persecution of Fans.” News,
Illinois State University, 12 Sept. 2019,
news.illinoisstate.edu/2019/08/fans-of-fandom-psychology-faculty-break-down-the-passion-and-persecution-of-fans/.
Kopp, Jennifer. “Is
Fanfiction Legal?” Is Fanfiction Legal?, 24 Oct. 2016,
blog.jipel.law.nyu.edu/2021/04/is-fanfiction-legal/.
Manente, Kristina. “How to
Keep Fanfiction Legal and Avoid Trouble with Lawyers.” SYFY WIRE, SYFY
WIRE, 13 Nov. 2019,
www.syfy.com/syfywire/how-to-keep-fanfiction-legal-and-avoid-trouble-with-lawyers.
Rigby, Mark. “New Research Finds
That When It Comes to Crowdsourcing, Less Is More.” Phys.org, 18 Jan.
2019, phys.org/news/2019-01-crowdsourcing.html.
“Subcultures and
Sociology.” Grinnell College,
haenfler.sites.grinnell.edu/subcultural-theory-and-theorists/fandom-and-participatory-culture/.
Wellen, Brianna. “Bob's
Burgers Returns with a Little Help from Its Fans.” The A.V. Club, The
A.V. Club, 20 July 2018,
www.avclub.com/bobs-burgers-returns-with-a-little-help-from-its-fans-1819045168.
Hi, Harrison I enjoyed reading your blog regarding crowdsourcing. The most enlighten statement you made in your document were regarding individuals should tap into their special interest virtual group. Social media platforms are vital to individuals' online presence because virtual groups are becoming increasingly more significant in many fields and topics. Individuals in online groups may obtain influence from some of the information and material exchanged within the online groups on social media platforms. As individuals involved in online societies shared their a) exchange views, b) opinions, c) experiences, d) recommendations and their e) disclaimers and those same individuals are together in groups based on various criteria such as geographic positioning, and same or similar interests, those individuals (Yang, Dong, Yao, Lee, & Cheng, 2021). The social media platforms with virtual groups have various information from firsthand experiences such as their purchases and the education, which they share their feedback from many of their experiences online. Therefore, one method to share information effectively is crowdsourcing because many individuals in a group or organization use it to obtain goods or services online. As a result, individuals who are new to the social media platforms will begin seeking virtual groups within the social media outlets I am a member then emerge into groups who are know for their crowdsourcing because it seems a productive source of data and wisdom to utilize regularly.
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Yang, Y., Dong, C., Yao, X., Lee, P. K. C., & Cheng, T. C. E. (2021). Improving the effectiveness of social media-based crowdsourcing innovations: roles of assurance mechanism and innovator's behaviour. Industrial Management & Data Systems, 121(2), 478–497. https://doi-org.proxygsu-cht1.galileo.usg.edu/10.1108/IMDS-05-2020-0286