Engineering Sociality in A Culture of Connectivity
Engineering Sociality in A Culture of Connectivity
Engineering Sociality in A Culture of Connectivity
1.1. INTRODUCTION
Meet the Alvin family. Pete is a 45-year-old biology teacher whose hobby is
paragliding. He has a Facebook page, although lately he has been negligent
in maintaining his network of “friends.” Through Linkedln, Pete keeps up
his professional profile and occasionally hooks up with other members
from the national teachers union. An early adopter of social media, he
became an enthusiastic contributor to Wikipedia in 2004, and still adds
infrequent entries about his specialty, lizards, to the online encyclopedia.
Pete also used to be a member of a paragliding group on YouTube, which,
back in 2006, actively communicated via short videos of spectacular glides;
the group later dissipated, and he only sporadically checks the site for
interesting glides. Pete’s wife Sandra is a former journalist who now makes
money as a freelance publicist specializing in food. She has over 8,000 fol
lowers on Twitter and keeps an elaborate blog that also serves as her per
sonal public relations site. An active family of “netizens,” the Alvins order
books via Amazon and download music via iTunes; Sandra uses Skype to
have video chats with her brother in Hong Kong; their 16-year-old daugh
ter Zara is a fanatic Facebook user—456 friends right now—and she also
uses Pinterest for “pinning” and sharing photos; and their 12-year-old son
Nick is a devoted gamer, who has recently discovered CityVille, a social
network game developed by Zynga.
The Alvins represent a middle-class family in an average American town
in the year 2012. Over the past decade, their professional and personal lives
have gradually become inundated with social media platforms. Platforms
like Facebook, YouTube, Wikipedia, and man
y others enable people like the
Alvins to make connections by sharing expr
essive and communicative con
tent, building professional careers, and enjo
ying online social lives. In fact,
the widespread presence of platforms drives peop
le to move many of their
social, cultural, and professional activities to
these online environments.
Teenagers like Zara Alvin cannot imagine a life with
out Facebook, and San
dra has become primarily dependent on Twitter
for maintaining customer
relations. Pete, however, has become less activ on—
e and more critical of—
the sites he used to frequent several years ago.
Now multiply the Alvins. Every single day, milli
ons of individuals inter
act through social media. In December 2011, 1.2
billion users worldwide—
82 percent of the world’s Internet population over
age 15—logged on to a
social media site, up from 6 percent in 2007.1 With
in less than a decade, a
new infrastructure for online sociality and creativity
has emerged, pene
trating every fiber of culture today. Social med
ia, roughly defined as “a
group of Internet-based applications that build on
the ideological and tech
nological foundations of Web 2.0, and that allow the
creation and exchange
of user-generated content” (Kaplan and Haenlein
2010: 60), form a new
online layer through which people organize their lives.
Today, this layer of
platforms influences human interaction on an indiv
idual and community
level, as well as on a larger societal level, while the
worlds of online and
offline are increasingly interpenetrating. Originally,
the need for connected-
ness is what drove many users to these sites. Whe
n Web 2.0 first marshaled
the development of so-called social media, in the
early years of the new
millennium, participatory culture was the buzz
word that connoted the
Web’s potential to nurture connections, build com
munities, and advance
democracy. Many platforms embraced this rekin
dled spirit when they
started to make the Web “more social.”
-
The invention of the World Wide Web in 1991, when Tim Berners-Lee man
aged to connect hypertext technology to the Internet, formed the basis of
a new type of networked communication. Weblogs, list-servers, and e-mail
L
services helped form online communities or support offline groups. Until
the turn of the millennium, networked media were mostly generic services
that you could join or actively utilize to build groups, but the service itself
would not automatically connect you to others. With the advent of Web
2.0, shortly after the turn of the millennium, online services shifted from
offering channels for networked communication to becoming interactive,
two-way vehicles for networked sociality (Castells 2007; Manovich 2009).
These new services, which opened up a myriad of possibilities for online
connections, were initially perceived as a new global infrastructure, like
water pipes or electricity cables, analogues to the Web itself.
It is a truism to say that media have historically coevolved with the pub
lic that uses them, as well as with the larger economy of inscription. The
world’s complex constellations of media, in the view of Lisa Gitelman,
should be conceived as the “socially realized structures of communication,
where structures include both technological forms and their associated pro
tocols, and where communication is a cultural practice, a ritualized colloca
tion of different people on the same mental map, sharing or engaged with
popular ontologies of representation” (2008: 7). Over the past two centu
ries, media technologies matured as part of everyday social practices.
Generic technologies like the telephone and the telegraph developed in con
junction with communicative routines or cultural practices, such as chat
ting on the phone or sending short messages over the wire. As a medium
coevolves with its quotidian users’ tactics, it contributes to shaping people’s
.
Talking to friends, exchanging gossip, showing holiday pictures, scribbling
notes, checking on a friend’s well-being, or watching a neighbor’s home
video used to be casual, evanescent (speech) acts, commonly shared only
with selected individuals. A major change is that through social media,
these casual speech acts have turned into formalized inscriptions, which,
once embedded in the larger economy of wider publics, take on a different
value. Utterances previously expressed offhandedly are now released into a
public domain where they can have far-reaching and long-lasting effects.
Social media platforms have unquestionably altered the nature of private
and public communication.
From the late 1990s onward, Blogger (1999),Wikipedia (2001), Myspace
(2003), Facebook (2004), Flickr (2004), YouTube (2005), Twitter (2006),
and a wide array of ensuing platforms began to offer web tools that sparked
old and new online communication tactics. Most organizations operating
these platforms aimed at penetrating a particular online activity with their
coding technologies, and, ideally, their brand name would become the
marker for a specific mediated activity. Brands such as Twitter, YouTube,
MSN, and Skype have become synonyms for microblogging, video sharing,
chatting, and videoconferencing—novel communicative interactions these
platforms either co-developed or helped redesign. The pinnacle of a com
pany’s success in permeating a social activity is when a brand turns into a
verb. The earliest example of such coding and branding phenomena in the
online world is the evolution of “googling,” now a synonym for online
search. Googling, following Gitelman’s definition above, could be called a
“ritualized collocation” that developed in a “larger economy of inscription.”
Online searching—for example, looking up the meaning of a word, check
ing for the latest movies, or finding a specific scholarly source—has become
part of an everyday routine. Simultaneously, this routine nested itself in
the heart of a larger online economy of inscription, where search engines
form the valves of content distribution. Few platforms have reached the
stage where their brand has turned into a verb; at this point in time, “skyp
ing” and “tweeting” perhaps come closest.
2
Evidently, social media platforms, rather than being finished products,
are dynamic objects that are tweaked in response to their users’ needs and
their owners’ objectives, but also in reaction to competing platforms and
the larger technological and economic infrastructure through which they
develop (Feenberg 2009). In the year 2000, the Web that would come to
sustain online sociality and creativity was still a vast unexplored territory,
where boundaries between different mediated activities had yet to be
demarcated. It was a new frontier, a bonanza where rules and laws from the
“old” territories no longer applied and new ones had not crystallized yet.
I
s
types of social media. A major type involves what is called “social
network
sites” (SNSs). These sites primarily promote interpersonal contact, whethe
r
between individuals or groups; they forge personal, professional,
or geo
graphical connections and encourage weak ties. Examples are Facebo
ok,
Twitter, Linkedln, Google+, and Foursquare. A second catego concer
ry ns
sites for “user-generated content” (UGC): they support creativ
ity, fore
ground cultural activity, and promote the exchange of amateur
or profes
sional content. Well-known UGC sites are YouTube, Flickr,
Myspace,
GarageBand, and Wikipedia. On top of these, we can add the catego
“I
ry of
trading and marketing sites (TMSs): these sites principally aim
at exchang
ing products or selling them. Amazon, eBay, Groupon, and Craigs
list come
to mind as noteworthy examples. Another distinctive category consis
ts of
play and game sites (PGS), a flourishing genre with popular games
such as
FarmVille, CityVille, The Sims Social, Word Feud, and Angry
Birds. This
classification of social media platforms is far from exhaustive,
and integrat
ing the various types into a single book-length argument would
be undoa
ble. For this reason, I will focus primarily on SNS and UGC sites
here as the
main grounds on which online sociality and creativity have develo
ped.
Important to add here is that there are no sharp boundaries
between
various platform categories because carving out and approp
riating one or
more specific niches is part of the continuous battle to domin
ate a segment
of online sociality. Facebook, whose prime target is to promote
social net
working, also encourages its users to add creative products such
as photos
.
or short videos. YouTube, a site primed to generate creative content by
users, can also be considered a social network site because communities
share specific postings (e.g., anime videos). Despite Google’s keen attempts
to turn YouTube into an SNS, it has remained primarily a site for UGC,
prompting the search company to start its own social networking service,
Google÷, in May 2011. Meanwhile, Facebook and Google try to expand
their existing platforms with commercial and game services through part
nerships and takeovers, making them also major players in the TMS and
PGS branches.
Sharply delineating various types of social media platforms is impossi
ble, and yet identifying their objectives is key to understanding how plat
forms build different niches of sociality and creativity or, for that matter,
commerce or entertainment. What we have seen over the past ten years is
that many platforms started out in one particular domain (e.g., online
search or social networking) and gradually encroached upon each other’s
territory while trying to contain users inside their own fenced-off turf.
Therefore, it is instructive to track how a few rapidly growing platforms
began to dominate online sociality, occupying as many niches as possible.
Google and Facebook each conquered a sizable chunk of this layer, to such
an extent that new developers are increasingly dependent on these plat
forms for building new applications. We can only gain insight into the
mutual shaping of platforms and apps if we view them as part of a larger
online structure where every single tweak affects another part of the sys
tem. Or, to put it more in general terms, the online ecosystem is embed
ded in a larger sociocultural and political-economic context where it is
inevitably molded by historical circumstances.
the few and helping one another for nothing and how that will not only
change the world, but also change the way the world changes.”
6 For many
early adopters, belief that Web 2.0 was a communal and collaborative space
inspired their endeavors to build platforms, and echoes of this early idealistic
spirit resound to this day.
To some extent, the triumph of users over conventional mass media
proved to be justified, as Web 2.0 offered unprecedented tools for empow
erment and online self-communication, but outsized expectations nour
ished a premature winning mood among the web idealists. Perhaps a
symbolic rebalancing of Time’s earlier veneration of the user was the desig
nation, four years later, of Mark Zuckerberg as Time’s Person of the Year.
7
When Facebook’s CEO in 2010 took over the badge of honor from “You,” he
promised to make the world more open and transparent, echoing the uto
pian spirit that had previously galvanized users. Platform owners eagerly
adopted similar rhetoric in their corporate mantras and promotional slo
gans, such as “Do no evil” (Google), “Making the Web more social” (Face-
book), and “Share your pictures, watch the world” (Flickr-Yahoo). Web
companies tirelessly underscored their company’s mission to benefit the
common good. Zuckerberg has repeatedly stated that Facebook “wants
people to find what they want and connect them to ideas they like online.”
8
Today social media companies still seem eager to align the benevolent halo
of early web technology with their “alternative” corporate ethos.
Rather than simply accepting or rejecting this ethos, I am interested in
deconstructing what meanings developers impute to their platforms’ goals
and functions—meanings that peculiarly reflect rhetorical attempts to
absorb utopian Web 2.0 connotations into corporate missions. The very
word “social” associated with media implies that platforms are user cen
tered and that they facilitate communal activities, just as the term “partici
patory” emphasizes human collaboration. Indeed, social media can be seen
as online facilitators or enhancers of human networks—webs of people
that promote connectedness as a social value. Individuals’ ideas, values,
and tastes are contagious and spread through human networks, but these
networks also affect what individuals do and think (Christakis and Fowler
L
2009). By the same token, social media are inevitably automated systems
that engineer and manipulate connections. In order to be able to recognize
what people want and like, Facebook and other platforms track desires by
coding relationships between people, things, and ideas into algorithms.
The meaning of “social” hence seems to encompasses both (human) con
nectedness and (autoated) connectivity—a conflation that icu1tivated
by many CEOs—and its deliberate ambiguity will play a major role in the
further elaboration of this book’s argument.
Companies tend to stress the first meaning (human connectedness)
and minimize the second meaning (automated connectivity). Zuckerberg
deploys a sort of newspeak when claiming that technology merely enables
or facilitates social activities; however, “making the Web social” in reality
means “making sociality technical.” Sociality coded by technology renders
people’s activities formal, manageable, and manipulable, enabling plat
forms to engineer the sociality in people’s everyday routines.
9 On the basis
of detailed and intimate knowledge of people’s desires and likes, platforms
develop tools to create and steer specific needs. A button that shows what
your friends watch, hear, read, and buy registers your peers’ tastes while
concurrently shaping them. Users, in general, also tend to emphasize
human connectedness when explaining a platform’s value in their lives.
Facebook helps its members to make and maintain contacts, but for many
ordinary users it is difficult to recognize how Pacebook actively steers and
curates connections. Moreover, it is far from transparent how Facebook
and other platforms utilize their data to influence traffic and monetize
engineered streams of information. And yet connectedness is often invoked
;t\’ as the pretense for generating connectivity, even now that data generation
has become a primary objective rather than a by-product of online sociality.
Besides the term “social,” concepts like “participation” and “collabora
tion” get imputed a peculiar new meaning in the context of social media.
Users of content are supposedly “collaborators” who “co-develop” creative
products and thus enrich communities. Notions of community and group-
think abound in the rhetoric of platforms, and their echoes resounded par
ticularly during the years 2004 to 2007. Indeed, many platforms, such as
YouTube and Flickr, started out as community initiatives; they were carried
by a group of video buffs and photo fans, respectively, eager to share their
creative products online. After their takeover by Google and, in the latter
case, Yahoo, the sites’ corporate owners kept nurturing the image of col
lectivity and user-centered operation long after their strategies had trans
mogrified to the commercial realm. Photographic and video content
became instrumental to the automated collection of data about meaning
ful social relationships, propelled by such questions as, Who shares which
., gzkT
. ‘.
-. . -S
images with whom? What images or videos are popular among which
groups? Who are the leading tastemakers in these communities?
A similar conflation of human connectedness and automated connec
tivity happens when social activities are translated into algorithmic con
cepts. In the offline world, people who are “well connected” are commonly
understood to be individuals whose connections are gauged by their quality
and status rather than their quantity. In the context of social media, the
term “friends” and its adjunct verb “friending” have come to designate
strong and weak ties, intimate contacts as well as total strangers. Their sig
nificance is commonly articulated in one indiscriminate number. The term
“followers” has undergone a similar transformation: the word connotes
everything from neutral “groups” to “devotees” and “believers,” but in the I.
context of social media it has come to mean the sheer number of people
who follow your twit stream. From the technological inscription of online
sociality we derive that connectivity is a quantifiable value, also known as
the popularity principle: the more contacts you have and make, the more
valuable you become, because more people think you are popular and
hence want to connect with you.
What goes for people also holds for ideas or things that can be “liked”:
likability is not a virtue attributed consciously by a person to a thing or
idea, but is the result of an algorithmic computation derived from instant
clicks on the Like button.’° However, there is no quality assessment built
into these buttons: online quantification indiscriminately accumulates
acclamation and applause, and, by implication, deprecation and disap
proval. The choice for a “like” button betrays an ideological predilection: it
favors instant, gut-fired, emotional, positive evaluations. Popularity as a
coded concept thus not only becomes quantifiable but also manipulable:
boosting popularity rankings is an important mechanism built into these
buttons. People who have many friends or followers are touted as influen
tial, and their social authority or reputation increases as they receive more
clicks. Ideas that are “liked” by many people have the potential of becoming
trends. Friending, following, and trending are not the same functions, but
they derive from the same popularity principle underpinning the online
economy of social media.
Key terms used to describe social media’s functionality, such as the
“social,” “collaboration,” and “friends,” resonate with the communalist jar
gon of early utopian visions of the Web as a space that inherently enhances
I
social activity. In reality, the meanings of these words have increasingly
J
Therefore, the term “connective media” would be preferable over “social
media” What is claim e”social” is in fact the result of human input
/
ENGINEERING SOCIALITY IN A CULTURE OF CONNECTIVITY [13]
shaped by computed output and vice versa—a sociotechnical ensemble
whose components can hardly be told apart. The norms and values sup
porting the “social” image of these media remain hidden in platforms’
technological textures. Not coincidentally, the same assumptions support
ing the goal of making the Web more social—or, if you wish, of making
sociality more technical—also support the ideology of making online
sociality salable.
-VI
0
t t7
I the many.” Even though I sympathize with the criticism of political econo
mists that a forfeiture of privacy is a direct result of social media’s commod
itization, I often find the users-versus-owners standoff to be unproductive
as an explanation. The resulting picture is mostly one of victims versus per
petrators, of the powerless versus the powerful. Obviously, social media
services can be both intensely empowering and disturbingly exploitative;
sociality is enjoyed and exercised through precisely the commercial plat
forms that also exploit online social activities for monetary gains.
Going back to the Alvin family, introduced at the beginning of this chapter,
we can see these two profoundly different views on user agency mirrored in
Pete and Sandra. Sandra represents the many users for whom social media
platforms provide a means not only of pleasure but of profitable business:
Blogger has been instrumental to her blog-publishing activities, and without
Twitter and Facebook, she would not have had an extensive network of follow
ers and friends through whom she acquires paid assignments. Like many
(mostly young) entrepreneurs, she is taking advantage of those platforms that
monetize connectivity, while taking their sometimes-obscure commercial
strategies for granted. Pete Alvin exemplifies those users who are disappointed
with mainstream platforms taking over the community spirit they initially
cherished and nurtured. He feels uncomfortable giving away so much personal
information while gaining little transparency in return. The perspectives San
dra and Pete represent are driven by different ideologies or worldviews; how
ever, they are not mutually exclusive or incommensurate. Users can enjoy
connective media and still be critical of their functioning, for instance by tak
ing a vocal stance on privacy issues or data control. Users are citizens as well as
consumers, professionals as well as assertive voters. Platform owners and app
developers are producing agents and social forces; they can exercise economic
and political power to change or sustain existing hierarchies and deploy their
technologies to do so. In sum, the heterogeneity of actors warrants a treatment
of sociality more complex than that of simply confirming the standoff.
‘ft
a platform’s commercial pcwer to interested users or small businesses, or
to satisfy people’s curiosity about how things work inside “the plex.” 8
Some platforms have received ample academic attention from scholars
analyzing their technological and operational 9 complexities.’ Furthermore,
there have also been a number of general critical studies that examine the
Web’s technological specificities (Galloway 2004) or look at media ecologies
as emergent technical, sociopolitical, or historical systems (Fuller 2005;
Lovink 2012; Gitelman 2008). Last but not least, there are a few excellent
studies mapping the political and economic significance of social media
and focusing on how they leverage power at the levels of grassroots activ
ists, governments, and corporations (Morozov 2011; Castells 2009; Fuchs
2011b). All these studies, as well as a score of others, provide valuable input
for the argument developed in this book.
The particular approach adopted in The Culture of Connectivity is aimed
at providing a critical history of roughly the first decade of connective
media, relating the analyses of five specific platforms to the larger ecosys
tem and the culture in which it evolved. Rather than recounting or dis
counting the success of these platforms, I try to articulate their specificities
as well as their differences by tracking their evolution. Dissecting these
platforms to find the principles of their anatomy, I will be looking for dif
ferences and similarities in the way they function and operate. How did
individual platforms code and brand specific niches of everyday life? What
specific user functions did they develop, and how did users respond to a
platform’s changing technologies? How are the tactics and mechanisms of
individual platforms interrelated? On what ideological or political assump
tions do they operate? What social and cultural norms underpin the eco
system of connective media, how have they changed, and what role did
(and still do) users and owners play in this transformation? Such questions
require not just a comparative analysis of single platforms but also a con
nective approach. Designing such an approach partly forms the challenge
of this study.
The ecosystem of connective media, as it has progressed since the turn
of the millennium, has comprised hundreds of players, engaged millions
of users, and affected both local and global normative and legal schemes.
To this day, the larger technological infrastructure on which social media
platforms are built is still volatile, and few, if any, platforms have yet
attained a stabilized meaning or standardized use in the context of this
unstable ecosystem (Feenberg 2009). I do not pretend in any way to cover
the territory in its entirety, but by tracing the fortunes of five prominent
platforms—Facebook, Twitter, Flickr, YouTube, and Wikipedia—I hope
to offer a systematic framework for understanding their interdependent
V V
fV
>V:
0 The last chapter will particularly address the connections
development.’
between microsystems and ecosystem: how do all platforms interconnect
in an infrastructure that is increasingly compartmentalized? And how do
they live up to promises of making the Web more social and the world
more transparent? As we look into the future, the trend of engineered
platforms permeating our everyday lives will only gain significance with
the dazzling expansion of mobile apps and devices. The ecosystem, too,
adds importance in the wake of technological developments such as “Big
Data” processing. The year 2012 configures a momentary link between
the first decade of maturing platformed sociality and the next decade of
a projected Semantic Web with automated connectivity at its core. ’
2
Notwithstanding the Alvins, this book does not depict the microbehav
iors of users or the quotidian activities of families at one moment in his
tory. It is rather about the ways in which social media have permeated
manifestations of sociality and creativity in the (Western) world over the
past decade. Teenagers and young adults can no longer imagine organizing
their social lives without Facebook at its center; news organizations have
accepted Twitter as one of their principal sources of breaking news; a pop
band that ignores the potency of YouTube’s viral videos might as well
denounce its fan base; Flickr and Facebook have become global distribution
centers of digital snapshots; and few students would still be able to write a
term paper without access to Wikipedia—or Google Scholar or Search, for
that matter. The Culture of Connectivity aims to offer an analytical model to
elucidate how platforms have become central forces in the construction of
sociality, how owners and users have helped shape and are shaped by this
construction; in other words, it wants to enhance a historical understand
ing of social media’s impact on the everyday lives of families like the Alvins.
When critically examining the history of platforms and the ecosystem
through which they evolve, we need to create a functional anatomical
instrument, a multilayered analytical prism that allows us to see more than
just a technological platform deployed by users and run by owners. Since
there is neither a ready-made analytical model nor a clear-cut theory to
tackle this phenomenon consistently and systematically, the next chapter
sketches the outlines of a multilayered approach to social media.
:
r
- “,-
NOTES
CHAPTER 1
1. It is very difficult to find unambiguous facts about overall social media use. The
S
numbers mentioned are cited from the CommScore report 201t Available at
http://www.comscore.com/Press_Events/Presentations_Whitepapers/2011!it_ ‘
4’.
is_a...social_world_top_lQneed-to-knows_about_social_networking. Last
checked May 24, 2012. These numbers serve as a general trend indicator.
2. The verb “twittering” is used in a number of European languages, such as Dutch
and German, whereas the verb ‘tweeting” is preferred in English.
3. Google Search and the company’s specialized services (Maps, Scholar, Earth,
Streetview, etc.) have conquered by far the largest share of the search engine
market (82 percent); Yahoo (6 percent), the Chinese engine Baidu (5 percent),
and Microsoft’s Bing (4 percent) are Google’s main competitors. Source:
Wikipedia overview of search engine markets. Available at http://en.wikipedia.
org!wiki/Search_engines#Market_share. Last checked May 27, 2012. The
I
market for web browsers, intended to access the WWW, is divided much more
equally: in June 2012, Internet Explorer (MS) has 26 percent of the market,
Google Chrome 25 percent, Firefox 22 percent, and Safari 14 percent. Web
directories specialize in linking to websites and categorizing those links; two
examples are Yahoo! Directory and the Open Directory Project, in partnership
with AOL search. Available at http://www.dmoz.org/. Last checked May 31,
2012.
4. Search engines and web browsers have arguably become an invisible layer of
applied services, as they are often overlooked in terms of their technological and
ideological steering of users. For instance, Eric Schmidt, one of Google’s
cofounders, in a lecture delivered to a symposium at the Royal Dam Palace in
Amsterdam on May 24, 2012, talked about all Google platforms as “utilities,” a
term he used interchangeably with the Web itself. As I will argue later on
(chapters 6 and 7), search engines and web browsers are central applications on
which many social media platforms depend for their distribution.
5. The term “Web 2.0” was coined in 1999 and made popular by Tim O’Reilly in
2004. The term suggests a technical overhaul or changed specification of the
WWW, but according to Tim Bemers-Lee, there was no such reorientation, as its
founder always intended the Web to become a two-way medium (“the Read!
Write Web”); what gradually changed after 2003 is the way software engineers
and users developed applications for the Web.
—
[178j NotestoPagesll—19
1.
- . ...
informal social practices on the other. He applies these insights to tort law and
Internet privacy laws.
18. See, for instance, Levy (2011), Auletta (2009), and Jarvis (2009) on Google;
Comm and Burge (2009) on Twitter; and Jarvis (2011) and Kirkpatrick (2010)
on Facebook.
19. YouTube was the subject of several multidisciplinary efforts (Burgess and Green
2009; Lovink and Niederer 2008), and so was Wikipedia (Lovink and Tkacz
2011). American media theorist Siva Vaidhyanathan (2011) published an
incisive analysis of how Google, by operating a multitude of platforms, has
become a dominant player in the connective media ecosystem.
20. These particular five platforms where selected for various reasons besides the
fact that all are dominant platforms ranked (or previously ranked) in the top
ten. First, two platforms are predominantly SNS (Facebook and Twitter), while
the other three are in essence UGC sites. Second, they do not all represent
successful, triumphant enterprises: Flickr is an example of a struggling, failing
platform (I could have chosen Myspace instead). Third, I wanted to include at
least one platform with a nonprofit ownership structure (Wikipedia) to highlight
its difference from for-profit sites.
21. Futurists and informatiun specialists consider Web 3.0 to be the Semantic Web,
which will involve, among other developments, the rise of statistical, machine-
constructed semantic tags and complex algorithms to enhance the personaliza
tion of information, driven by conversational interfaces. Some also imagine the
simultaneous integrated development of TV-quality open video, 3D simulations, V
and augmented reality, in addition to pervasive broadband, wireless, and U
sensor-directed online activity. See, for instance, Hendler and Berners-Lee
(2010) and Siegel (2009) for Web 3.0 explanations and prophecies.
CHAPTER 2
1. The story of the iPod, iTunes, and the integrated development of software, hard-
ware, content, and the music industry is insightfully described in Waiter Isaacson’s
biography of Steve Jobs (2011), more specifically in chapters 30, 31, and 32.
2. Actor-network theory has drawn criticism particularly in terms of its usefulness
for analyzing digital networks. For one thing, ANT is said to overemphasize the
relation between human and nonhuman forms of agency, while the complexity
of Web 2.0 platforms forces its analysts to move beyond this binary configura
tion (Rossiter and Lovink 2010). Although I agree that there might be too much
weight put on the human versus nonhuman actor in ANT, this criticism ignores
the fact that ANT is explicitly leveled at the fluid relationships between humans,
technologies, and ideas. About the fluidity of the (human/nonhuman) actor,
Latour (1998, n.p.) explains: “There is no model of (human) actor in ANT nor
any basic list of competences that have to be set at the beginning because the
j
human, the self and the social actor of traditional social theory is not on its
agenda. So what is on its agenda? The attribution of human, unhuman, non ,
[ski and of the few ways through which they are sent.” It is exactly this notion of
fluidity between various actors that I am looking for when trying to define
connectivity.
NotestoPagesl9—27 [179]
,1