Share Economy
Heres a word that scares me. "Economy". Maybe its just a sign of my generation but theres one thing i do not like and thats discussing current economic issues and practices. Sharing Economy is a little less scary though. Having struggled in the past with money working minimum wage with little experience, i did what i could to get by and live a little. I enjoyed art so what programs could i use to digitall paint? There are many free softwares but the best ones are usually locked behind a payment page. I may or may not have participated in some P2P sharing in order to get the software to learn the base skills i needed to have a portfolio to get me into university. But now sharing economy is much more legitimate. Marketplaces exist to allow user to communicate and exchange goods or services. By utilizing others skillsets, users are able to get exactly what they need by doing something in return. If two users have what the other needs, the barter begins.
Social Media
Social media is an excellent way for creatives to share their work, meet other artists and employers and find inspirational material for their next project. For a freelancer, social media is a huge platform for employers to see your work.
Chaffey, D. (2019,
06 22). Global social media research summary 2019. Retrieved from Smart
Insights:
https://www.smartinsights.com/social-media-marketing/social-media-strategy/new-global-social-media-research/
This image states that there is almost 3.5 billion active social media users. Thats a large audience to tap into and can all be done from your phone. More and more companies are seeking out new staff through social media. I personally have had 2 interview offers and a job offer just through social media platforms. Employers are using it to seek staff.
Gamification
Gamification takes traditional game mechanics and uses them in ways not just for entertainment. It can be a way to engage the user more. An example of gamifcation would be Pokemon Go. It rewarded players for doing something so basic like walking and exploring the community safely. The software took a gamification approach to encouraging users to excersise. A video game is soley that. There is no other motive or mechanic. Gamification seeks to impliment simalar rewarding mechanics to other situations. Businesses are adding this gamification mechanic to their business practices, employing a rewarding technique to their loyal customers.
Creative Commons
A definition taken from creative commons states "Our goal at Creative Commons is to increase cultural creativity in “the commons” — the body of work freely available to the public for legal use, sharing, repurposing, and remixing. We realize there’s an inherent conflict between innovative digital culture and outdated copyright laws. Our licenses help bridge that conflict so that the Internet can reach its full potential." (Creative Commons, 2019). A Creative commons license enables free distrubution of otherwise copywrite work. It means other users can use and share the work in whatever way they chose. So for example if a user had coded something, under the creaitve commons license, another user could download the code and use it for their program or customise the code to make it their own.
All of these tools are allowing users to take more control of their careers and content. It makes it easier for artists to collaborate. I have difficulty speculating where this would go in the future. The government seems to be making the internet more restricted and the EU even tried to pass article 13 which would essencially ban memes under copywrite laws. As artists and digital workers, what we do best is adapt. We find ways through the cracks to get done what we need to get done and are part of a generation of making it work by any means. Forums are filled with users sharing problems, patches and software to help other people. The aim is to make this community more accessable to others but with things like reddit and dedicated forums, its difficult to tell where else it can go.
Bibliography
Chaffey, D.
(2019, 06 22). Global social media research summary 2019. Retrieved
from Smart Insights:
https://www.smartinsights.com/social-media-marketing/social-media-strategy/new-global-social-media-research/
Creative Commons.
(2019, 06 21). Arts & Culture. Retrieved from Creative Commons:
https://creativecommons.org/about/program-areas/arts-culture/

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