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Collaborative Consumption and Gamification S4


What is sharing economy?

The sharing economy is an ever-growing consumer driven environment, allowing companies/people to share their goods and services for a cost through online transactions. For example, due to this sharing economy you can rent cars, rent places to stay, even purchase items and pay later.  The sharing economy allows consumers to earn money creating a cycle, for example companies like Uber where drivers simply download an app, choosing their hours and allowing them to have flexibility whilst also earn extra income. The same with Airbnb which allows you to put your apartment/house/flat online and you become a host, allowing you to choose if you want to rent out your whole place or even just a room, earning you extra income through the internet.

The creative industry is one of those affected by the sharing economies,
Tools that we pay for like Adobe Creative Cloud, which has all the creative software’s you would need and the cloud holding your work/data have made it easier for artists in terms of being able to produce work from the comfort of your own home and also being able to access your work wherever you are. However, does this effect how our work is being used and seen? With technology evolving and it becoming easier to be able to have apps and websites generate content for you, why would people bother to pay a professional? For example, there are apps available to create a logo for your business, generating different choices at the click of a button.




Another example of the sharing economy is an app I discovered recently through social media when a Youtube I watch vlogged about it. The app is called, “Too Good To Go” and has launched across Europe in order to reduce food waste. The purpose of the app is to give restaurants a platform to sell their surplus food for cheaper, whether this being at the end of the day when they need to get rid of food rather than throwing it away. This app is a great start to engaging businesses to help reduce food waste and grow their income in the meantime as well as making food cheaper for those who may not be able to afford as much.




How is social media used today in creative collaboration?

Social media has redefined social norms, it is no longer a separate entity, it has merged into our everyday lives. The likes of Facebook, Twitter and Instagram are platforms to create and share content in a free way or you could be paid for posting online due having a large following. This is something that has had an impact on the creative industry as it allows them to get their work out there and recognised as well as building an online portfolio to maximize their businesses.


An example of brands using these platforms, is Benefit, a makeup brand. The company took away 20+ Instagram influencers on a Christmas break which involved activity’s revolving around their products, this is a great form of marketing as it grabs the attention of the target audience because the people invited are posting images of themselves with the products for their own content but also making the viewers want to buy them.

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I myself use Instagram and Facebook but use both for different reasons, I have the Instagram app using it to keep up with my friends, some family and mainly celebrities and brands that I like, whilst also uploading photos and ‘story’ updates of myself and things that I do. Whereas Facebook I do not have the app as I do not use it enough to have the app on my phone I use to keep in touch with family, friends and also work or university colleagues.


How is gamification (ludology) used in share economies?

The study of games is used in share economies in order to acquire thousands of players and to build a powerful online community. The term ‘sharing economy” can hold different meanings to one which would be associated financially. The exchanges that take place allow the players to swap items with other players (World of Warcraft) in order to better themselves or something they can use to help them level up. 


The creative industry is able to collaborate through gamification for example, Grand Theft Auto uses postmodern elements by exhibiting the hyperreal into their game. The streets you drive in are “real” streets in LA and the music on the radio is from “real” artists such as Rhianna and Eminem. This creates a hyperreal world for the player, making it more of an experience for them. This promotes the artists songs and also targets different players to want to play/buy the game, earning both party’s income.









Another MMOR game that collaborates with creatives is the popular game Fortnite, Fornite is an online video game that launched in 2017 and has over 125 million players. The game collaborates with Twitch.tv a live streaming video platform, designed as a platform for players to stream their selves and allows the viewers to subscribe to your channel earning you money.  The two companies joined together to hold an event lasting over four days, called Twitch Rivals x Fortnite Summer Skirmish, with a two-million-dollar prize. Events like these generate hype around both companies gaining more followers as well as the creatives that are streaming. This allows creatives to share their content and get known in the industry through it as well as falling into the sharing economy as you can earn a large income through this collaboration. This is also a great opportunity for the creative industry to collaboration through gamification.


 

A gaming concepts to help the creative industries collaborate within the gaming world is a popular concept, micro transactions. Micro transactions help to entice players old or new by holding promotional offers throughout the duration of a game’s lifetime. For example, subscription-based games such as, World of Warcraft, offers free weekend returns to pre-existing players where they can play the current expansion for a short period of time with the hopes of gaining more interest in the game and resubbing. Each expansion contains new items, mounts, armour and places to explore within the game giving opportunities to creatives to launch more designs into the game making it bigger and better for the players.



Overall, online sharing, combined with crowd sourced collaboration is redefining the creative industries futures as it is growing bigger and stronger every single day. Social media delivers a quick easy and growable platform for people allowing them to share their work or even publish online to selected people, it allows us to grow our income by ‘renting’ and selling our possesions such as our homes, cars and even unwanted food. This is the way the future is evolving leaving the creative industry no choice but to join the movement, I myself think that when it comes to my own career after university will have the online sharing community as my way of putting myself out there as a creative, via social media sites like Linkedin which allows you to share an online CV through filtered searches for potential employers to find and message you if they like your profile.

Jeff Howe describes crowdsourcing as “the current shift in the balance between producers and consumers of media caused by the internet”[1] the internet opens up a worldwide platform to employees and outsources like an “open call”. This allows the creative industry to form the collaborations and obtains unlimited “knowledge and creative potential”[2]. This has been evident throughout with examples such as Benefit using Instagram influencers and Youtube stars in order to gain free advertising through social media.






[1] Roet, L. (2011). Book Review: Crowdsourcing, How the Power of the Crowd is Driving the Future of Business by Jeff Howe.. Available: https://mastersofmedia.hum.uva.nl/blog/2011/09/18/book-review-crowdsourcing-how-the-power-of-the-crowd-is-driving-the-future-of-business-by-jeff-howe/. Last accessed 17th December 2018.

[2] Roet, L. (2011). Book Review: Crowdsourcing, How the Power of the Crowd is Driving the Future of Business by Jeff Howe.. Available: https://mastersofmedia.hum.uva.nl/blog/2011/09/18/book-review-crowdsourcing-how-the-power-of-the-crowd-is-driving-the-future-of-business-by-jeff-howe/. Last accessed 17th December 2018.




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