3 research outputs found

    Mobilizing User-Generated Content For Canada’s Digital Advantage

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    Executive Summary: The goal of the Mobilizing User-Generated Content for Canada’s Digital Content Advantage project is to define User-Generated Content (UGC) in its current state, identify successful models built for UGC, and anticipate barriers and policy infrastructure needed to sustain a model to leverage the further development of UGC to Canada\u27s advantage. At the outset, we divided our research into three domains: creative content, small scale tools and collaborative user-generated content. User-generated creative content is becoming increasingly evident throughout the technological ecology through online platforms and online social networks where individuals develop, create and capture information and choose to distribute content through an online platform in a transformative manner. The Internet offers many tools and resources that simplify the various UGC processes and models. Social networking sites such as Facebook, Twitter, YouTube, Vimeo, Flickr and others provide functionality to upload content directly into the site itself, eliminating the need for formatting and conversion, and allowing almost instantaneous access to the content by the user’s social network. The successful sites have been able to integrate content creation, aggregation, distribution, and consumption into a single tool, further eroding some of the traditional dichotomies between content creators and end-users. Along with these larger scale resources, this study also treats small scale tools, which are tools, modifications, and applications that have been created by a user or group of users. There are three main categories of small scale tools. The first is game modifications, or add-ons, which are created by users/players in order to modify the game or assist in its play. The second is modifications, objects, or tools created for virtual worlds such as Second Life. Third, users create applications and tools for mobile devices, such as the iPhone or the Android system. The third domain considers UGC which is generated collaboratively. This category is comprised of wikis, open source software and creative content authored by a group rather than a sole individual. Several highly successful examples of collaborative UGC include Wikipedia, and open source projects such as the Linux operating system, Mozilla Firefox and the Apache platform. Major barriers to the production, distribution and aggregation of collaborative UGC are unduly restrictive intellectual property rights (including copyrights, licensing requirements and technological protection mechanisms). There are several crucial infrastructure and policies required to facilitate collaborative UGC. For example, in the area of copyright policy, a careful balance is needed to provide appropriate protection while still allowing downstream UGC creation. Other policy considerations include issues pertaining to technological protection mechanisms, privacy rights, consumer protection and competition. In terms of infrastructure, broadband internet access is the primary technological infrastructure required to promote collaborative UGC creation. There has recently been a proliferation of literature pertaining to all three of these domains, which are reviewed. Assessments are made about the most effective models and practices for each domain, as well as the barriers which impede further developments. This initial research is used as a basis for generating some tentative conclusions and recommendations for further research about the policy and technological infrastructures required to best mobilize and leverage user-generated content to create additional value in the digital economy internal and external to Canada. Policy recommendations based on this research focus on two principles: balancing the interest of both content owners and users, and creating an enabling environment in which UGC production, distribution, aggregation, and re-use can flourish

    A biography of open source software: community participation and individuation of open source code in the context of microfinance NGOs in North Africa and the Middle East

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    For many, microfinance is about building inclusive financial systems to help the poor gain direct access to financial services. Hundreds of grassroots have specialised in the provision of microfinance services worldwide. Most of them are adhoc organisations, which suffer severe organisational and informational deficiencies. Over the past decades, policy makers and consortia of microfinance experts have attempted to improve their capacity building through ICTs. In particular, there is strong emphasis on open source software (OSS) initiatives, as it is commonly believed that MFIs are uniquely positioned to benefit from the advantages of openness and free access. Furthermore, OSS approaches have recently become extremely popular. The OSS gurus are convinced there is a business case for a purely open source approach, especially across international development spheres. Nonetheless, getting people to agree on what is meant by OSS remains hard to achieve. On the one hand scholarly software research shows a lack of consensus and documents stories in which the OSS meaning is negotiated locally. On the other, the growing literature on ICT-for-international development does not provide answers as research, especially in the microfinance context, presents little empirical scrutiny. This thesis therefore critically explores the OSS in the microfinance context in order to understand itslong-term development and what might be some of the implications for MFIs. Theoretically I draw on the 3rd wave of research within the field of Science and Technology Studies –studies of Expertise and Experience (SEE). I couple the software ‘biography’ approach (Pollock and Williams 2009) with concepts from Simondon’s thesis on the individuation of technical beings (1958) as an integrated framework. I also design a single case study, which is supported by an extensive and longitudinal collection of data and a three-stage approach, including the analysis of sociograms, and email content. This case provides a rich empirical setting that challenges the current understanding of the ontology of software and goes beyond the instrumental views of design, building a comprehensive framework for community participation and software sustainability in the context of the microfinance global industry

    Ubuntuism, commodification, and the software dialectic

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    “Free as in speech, but not free as in beer,” is the refrain made famous by Richard Stallman, the standard-bearer of the free software movement. However, many free software advocates seem to be of the opinion that the purity of free software is somehow tainted by any preoccupation with money or profit. Inevitably, this has implications for the economic sustainability of free software, for without a source of income, how can free software hope to survive? The challenge of finding a way to ensure economic sustainability without sacrificing the ideals of free software is what we have termed the “software dialectic.” While the literature on the economics of free software is already quite substantial, in this essay we approach the subject by considering first principles, such as the difference between wealth and money, how the market chooses what to produce, and what the laws of thermodynamics have to do with economics. Finally, even though the ideas expressed in this essay apply to free software in general, here we shall be focusing on that particular incarnation of free software known as the GNU/Linux system
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