ArticlePDF Available

The “so-called” UGC: an updated definition of user-generated content in the age of social media

Authors:

Abstract

Purpose When a concept is diffusely defined or, as this article argues, “taken for granted”, it becomes very difficult to track such concept on the literature and have some continuity as researchers build on top of previous results. This article proposes a definition for user-generated content, a term that though has lost some saliency, stands in the center or the social media phenomenon, so it should not be disregarded as an object of study. Design/methodology/approach Celebrating 20 years of the concept, this research performs a multidisciplinary literature review of 61 academic articles on UGC. Through deconstruction of the acronym UGC, it builds on the present converging, conflicting and diverging definitions and/or approaches to UGC on an attempt to consolidate a broader definition that encompasses the complexities of the phenomenon in a context of consolidation of social media, to be applied to social sciences. Findings Following the present analysis, UGC is defined as any kind of text, data or action performed by online digital systems users, published and disseminated by the same user through independent channels, that incur an expressive or communicative effect either on an individual manner or combined with other contributions from the same or other sources. Originality/value This is the first academic effort that aims to create an in-depth dialogue over the different approaches to UGC across disciplines on the social sciences field. It should help reignite interest in the acronym, which got somehow eclipsed by the broader field of social media; whilst without UGC, social media would not exist or would not have the same social impact it does in its current form. Analogously, UGC as a topic of research has been deeply affected by the emergence and consolidation of Social Media. As this debate evolves, this contribution should be helpful as a reference to operationalize UGC on future research. Peer review The peer-review history for this article is available at: https://publons.com/publon/10.1108/OIR-06-2020-0258
The so-calledUGC: an updated
definition of user-generated
content in the age of social media
Marcelo Luis Barbosa dos Santos
Centro de Investigaci
on y Documentaci
on, Universidad Finis Terrae,
Santiago, Chile and
Pontificia Universidad Cat
olica, Santiago, Chile
Abstract
Purpose When a concept is diffusely defined or, as this article argues, taken for granted, it becomes very
difficult to track such concept on the literature and have some continuity as researchers build on top of previous
results. This article proposes a definition for user-generated content, a term that though has lost some saliency,
stands in the center or the social media phenomenon, so it should not be disregarded as an object of study.
Design/methodology/approach Celebrating 20 years of the concept, this research performs a
multidisciplinary literature review of 61 academic articles on UGC. Through deconstruction of the acronym
UGC, it builds on the present converging, conflicting and diverging definitions and/or approaches to UGC on an
attempt to consolidate a broader definition that encompasses the complexities of the phenomenon in a context
of consolidation of social media, to be applied to social sciences.
Findings Following the present analysis, UGC is defined as any kind of text, data or action performed by
online digital systems users, published and disseminated by the same user through independent channels, that
incur an expressive or communicative effect either on an individual manner or combined with other
contributions from the same or other sources.
Originality/value This is the first academic effort that aims to create an in-depth dialogue over the different
approaches to UGC across disciplines on the social sciences field. It should help reignite interest in the acronym,
which got somehow eclipsed by the broader field of social media; whilst without UGC, social media would not
exist or would not have the same social impact it does in its current form. Analogously, UGC as a topic of
research has been deeply affected by the emergence and consolidation of Social Media. As this debate evolves,
this contribution should be helpful as a reference to operationalize UGC on future research.
Peer review The peer-review history for this article is available at: https://publons.com/publon/10.1108/
OIR-06-2020-0258
Keywords User-generated content, UGC, Audiences, Web 2.0, Social media
Paper type Research paper
1. Introduction
Over the last 20 years, social media has exploded as a topic of interest and a word
incorporated in peoples vocabulary, including scholars (see Figure 1), while user-generated
content, or simply UGC, remained perhaps more of a niche term, more commonly adopted on
areas such as computer and information science, communication, business, management and
tourism, among others (Figure 2).
Nevertheless, the very proliferation of social media paves the way to the normalization of
the possibility of making self-created content widely available (though obviously not
necessarily it will be seen, shared or liked) bypassing to a great extent some sort of editorship.
I propose that it is time to redefine UGC to take into account such scenario.
The so-called
UGC: an
updated
definition
The author is grateful for his PhD tutors Ray
en Condeza and Sebasti
an Valenzuela for their support and
contributions to the first manuscript and to the reviewers whose attentive reading added so much to the
final result.
Funding: This work was supported by CONICYT-PCHA; under grant Doctorado Nacional/2016-
21160426.
Received 26 June 2020
Revised 25 September 2020
23 April 2021
Accepted 4 May 2021
Online Information Review
© Emerald Publishing Limited
1468-4527
DOI 10.1108/OIR-06-2020-0258
The current issue and full text archive of this journal is available on Emerald Insight at:
https://www.emerald.com/insight/1468-4527.htm
The user-generated information systems or UGIS (DesAutels, 2011) are mostly modeled to a
great extent to pursue a platformapproach (Gillespie, 2010) where they are allegedly neutral
structures that operate as a-political mediators to the publication and diffusion of content. It is
true that there is an ongoing debate to content moderation and platformsresponsibility over
issues such as hate speech, disinformation and so on. Still, the scale of content created and
published by users, be it quality content, junk, entertaining, disinformation and so on, means
0
5000
10000
15000
20000
25000
30000
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
“Social Media” versus “User-Generated Content”
Articles per index Scopus and WoS - 1999-2019
UGC Scopus UGC WoS Social Media Scopus Social Media WoS
Source(s): Author, based on data from WoS and Scopus
Figure 1.
Number of articles on
UGC and Social Media
on both Scopus and
WoS indexes
Figure 2.
Ten most frequent
fields where articles
with UGCor User-
generated Content
appear, excluded the
different meanings
for UGC
OIR
scholars are irrevocably called to deal with it, and in order to do so effectively, the underlying
concepts must be agreed upon.
This research departs from a literature review of the 20 first results of the exact query
user-generated contenton Google Scholar from 1999 to 2019, sorted by relevance, using an
incognito browser (unlogged) to avoid algorithmic bias. It would seem plausible, though, that
indexes such as Google Scholar would tend to assign more relevance to older, more cited
research actually the newerpublication with these criteria was 2012. Thus, in order to
include updated research results, an alert was set on Google Scholar with the query UGC OR
user generated contentfrom April 2015 to April 2017. The overall resulting sample was
screened and used as snowballing to find other relevant work that either defines UGC or
operationalizes it, resulting in a total sample of 61 articles. Building on that collection of
papers, I propose an updated definition of UGC that contemplates current media
environments, where all variations of digital and social platforms are increasingly relevant.
(UGC is many times and for many disciplines a taken for grantedconcept, frequently
associated with the realms of social networking sites (SNS), Web 2.0 or social media.
Nevertheless, it is used to describe a diversity of phenomena such as the publication of
digitized private pictures of the Second World War (Bull, 2016), an eyewitness citizen video of
a natural crisis such as a flood (Bruns and Liang, 2012)or an anthropogenic one such as
terrorist attacks (Bruns and Hanusch, 2017) or riots (Vis et al., 2014)or even aggregated
searches by a user logged in Google (Girardin et al., 2008), to name a few.
UGC is many times assumed to have a common sense meaning, not to be defined, as if it were
a primitive concept, that is, accepted as commonly understood or as given(Chaffee, 1991,p.7).
But the aforementioned diversity of meaning associated with a concept and the many other
approaches to be discussed on this article demonstrate UGC cannot be taken for granted. As I
see, neither the composed expression UGC or its individual terms user, generated and content
are intrinsically primitive. Though in some contexts that assumption could be acceptable,
whenever UGC is found to be a constitutive part of the research, it must be properly founded.
Wardle et al. (2014, p. 10) criticize the expression, within the realm of journalism: the phrase
user-generated contentis a catchall that can mean different things to different people, even
those working in the same n ewsroom.Hermida and Thurman(2008, p. 2) use the expression so-
called user-generated content,while Van Dijck (2009, p. 41) performs a critical review of the user
as an economic agent of the so-called user-generated content (UGC) platforms.Researching on
tourism UGC,Lu and Stepchenkova (2015) and Bourdages (2016) highlight the lack of theory
founding most of the work, the latter stating that nearly 75% of the papers had no theoretical
foundations at all. Dylko and McCluskey (2012, p. 257), after a review on UGC definitions,
identify no less than 43 different expressions that allude to such a communicative practice.
Conceptualizations that revolve around UGC, found in the literature for this research, can be
grouped into four different foci: (1) on the content,suchasuser-created content(Wunsch-
Vincent and Vickery, 2007), self-produced media content(Croteau, 2006), user-contributed
content(Bakshy et al.,2009), participatory news(Deuze et al.,2007); (2) on the communicative
practice as citizen journalism(Gillmor, 2010), participatory journalism(Paulussen and
Ugille, 2008), audience participation(Kammer, 2013), conversational media(Sonvilla-Weiss,
2010); (3) on the user or audience, such as the neologisms prosumers(Toffler, 1980),
mediactive(Gillmor, 2010), produsers(Bruns, 2008,2010), pro-amor professional-amateur
(Leadbeater and Miller, 2004); (4) on the platform such as Web 2.0(OReilly, 2005), Social
Web(Gruber, 2008) and the popular expression Social Media(Kaplan and Haenlein, 2010)
that points to the convergence of UGC and Web 2.0.
I argue, then, that there is a peremptory need to re-define UGC as a central concept for
social media and for a myriad of studies in different disciplines. This research offers an
updated critical literature review on the concept of UGC in an effort to contribute to overcome
such challenge with focus on the social sciences. I propose an understanding of the concept as
The so-called
UGC: an
updated
definition
the entanglement of its constitutive terms and the socio-technical surroundings that allow
UGC not only to appear as a thingto the eyes of society and academia but to jump as an
important, if not epicentral, communicational practice in the digital age.
2. Origins of user generated content
In the academic realm, the first articles mentioning user-generated content or UGC (as in
reference to this specific expression) in both Scopus and World of Science two of the most
important academic databases in Social Sciences and Humanities date back to 2001: Rhine
and Figall (2001) and Crawford (2001), respectively, both on the same journal Econtent. Some
years later, Wired Magazine published the article We are the Web(Felly, 2015) which has
terms such as user-generated ratingsand user-created channels.That was approximately
one year before the first user-generated video was uploaded on YouTube by one of its
founders. Following UGC platformssuccess, Time Magazine awarded YOUas the person
of the year with a YouTube-like interface in its Decembers ritualistic cover (Figure 3) in 2006.
Looking it over time, since the first UGC article in 2001, there has been an irregular rise on
the production of articles referring to the topic as such and it seems to have reached a plateau
in the last few years (see Figure 1). After 20 years, academics seem to have no consensus as to
which could be considered the first UGC. Wardle et al. (2014) tracked the phenomenon of UGC
back as far as Kennedys assassination to assert the importance of news content produced by
non-journalists. At the same time, the authors assert that the systematic incorporation of UGC
in journalistic routines is triggered by events like the Southeast Asia Tsunami of 2004 and the
London bombings of 2005. This last event is seen by many as the first acute event to draw
considerable attention to the use of UGC by journalists and media (Allan, 2007;Reading, 2009;
Figure 3.
Time magazines
December 2006/
January 2007 cover
OIR
Wardle et al., 2014). That is because the most famous picture of that episode was taken by an
ordinary witness with a mobile phone and published first on a blog (Reading, 2009).
Such events are considered to be the triggers for the establishment of BBCs UGC Hub to
manage content from audience in 2005 (Williams et al., 2011).
While the creation of socially relevant media content by non-professional users is not new,
the acronym UGC definitely owes its recent visibility to the rise of digital technologies and
especially Web 2.0 and Social Media related standards and practices, which invite the
ordinary user to publish and interact in different ways in user-friendly environments. The
very adoption of the terminology usersuggests activity (Pavl
ı
ckov
a, 2012, p. 39), as
opposed to what is evoked by other expressions like consumeror audience.The meaning
of associating the expression UGC to the digital era resides in the juxtaposition of the three
keywords that compose the acronym. Such abbreviation gains much more meaning and
prominence as UGC quickly became omnipresent in the mediated life of the citizenry, through
its plethora of manifestations, from leisure to politics, including many times the news media.
Smith et al. (2012) argue that UGC is what is produced in the moment of being social, as well
as the object around which sociality occurs(p. 102). In line with that observation, I propose an
analogy with the role of the hypertext to frame the insertion of UGC in the digital media context
to demonstrate its relevance: hypertext, as a concept, is not intrinsically rooted on the internet,
since the idea of nonlinear reading through a text that contains a link to another (potential) text,
may be observed in other platforms such as an encyclopedia or a footnote. It is the widespread
adoption of an explicit immediate link between ideas on the internet platforms that installs a
new dominant writing paradigm, transforming it into a phenomenon inexorably associated
with Internet. I sustain that UGC represents to social media what hypertext represents to the first
era of Internet: the central socio-technical component that leads to the explosion ofa latent cultural
manifestation, key to a digital, dialogical and participatory culture (Jenkins, 2006), that had
been, prior to that, stuck to analogue cultural forms(Johnson, 2001, p. 34, my translation) of
unidirectional mass media platforms.
Wunsch-Vincent and Vickery (2007, p. 27) sustain there are four drivers that account for
the rapid growth and pervasivenessof UGC: (1) Technological (such as increased broadband
access, better hardware and software); (2) Social (such as the rise of the digital nativesand
an acceptance of the culture of sharing); (3) Economic (lower cost barriers to related services
and devices); (4) Institutional (such as popular adoption of creative commons licenses). The
result is that the creation of content, as well as its distribution and consumption, has become
interwoven in our society, in what may be called digital ubiquity, when technologies are
implicated in social practices just as the conveniences plumbing and electricity,resulting in
an emerging technological environment, not a particular technology(Ganesh and Stohl, 2013,
p. 428, original emphasis), turning UGC to a central concept to research in many disciplines.
3. UGC definitions in different disciplines
3.1 Social communication, media and journalism
McKenzie et al. (2012, p. 2) define UGC as content that is voluntarily developed by an
individual or a consortium and distributed through an online platform.Sonvilla-Weiss
(2010) define UGC platforms as conversational mediawhen analyzing them in relation to
mass media in his approach to the remix culture. Such voluntarismis frequently questioned
pejoratively as free laborcreating analytical tensions around the creative industries that
rely on UGC, as analyzed by Hesmondhalgh (2010).
BBCs news center has implemented, since 2005, an operation for recollection and analysis
of UGC called UGC Hub. This reveals the relevance UGC earned in the first decade of the
century, at least for this emblematic mainstream media organization that considers it a vital
missing piece of human interest(BBC, 2017, par 2). In its terms of use, BBC defines UGC as
(...) anything made by people using our services.(BBC, n.d., par 9).
The so-called
UGC: an
updated
definition
This former BBC definition reinforces the vision of UGC as something created outside the
institutional borders, i.e. not created by employees, producers or regular contributors. Wahl-
Jorgensen et al. define UGC as media content produced by the end-users(2010, p. 178), in a
somewhat paradoxical definition. Wardle and Williams (2010) propose to adopt the term
audience contentinstead of UGC in the context of newsrooms, but the same Wardle,
associated with other colleagues, later pursued a new definition of UGC for journalism,
excluding comments on news articles and circumscribing to audio-visual material:
photographs and videos captured by people who are not professional journalists and who
are unrelated to news organizations(2014, p. 10, my emphasis).
Thurman (2008) identified seven categories to classify the content that allowed for citizen
journalism,in a somehow text-centered approach: polls, have your say,Chat, Q&A,
comment-enabled blogs, message boards and other. To Paulussen and Ugille, UGC is the
material of participatory journalism,a term that refers to the wide variety of initiatives
undertaken by mainstream media to enhance the integration of all kinds of user contributions
in the making of news(2008, p. 25).
With a telecom-centered approach to UGC videos, Cha et al. (2007) state that UGC videos,
when compared non-UGC, have specific traits: faster production rate and less production
efforts, therefore has a more massive number of different publishers. Additionally, they
present more variability in its quality and a shorter length by two orders of magnitude.
3.2 Business and consumerism
There is also the business-oriented vision by Kaplan and Haenlein (2010, p. 61) of UGC
regarding the content that fills social media up: User Generated Content (UGC) can be seen as
the sum of all ways in which people make use of Social Media.Such a proposition seems to
suggest an opening in the spectrum of what may be classified as content, such as little actions
or interactions such as following, liking, sharing, voting and even commenting. Building on
Kaplan and Haenleins definition, Estrella-Ram
on and Ellis-Chadwick (2017, p. 957) argue
that UGC can be developed by individuals or collaboratively, as well as produced, modified,
shared and consumedpointing to the Remix culture (Sonvilla-Weiss, 2010)orJenkins(2006)
convergence culture within the branding realm. In line with that, OConnor (2008, p. 47) states
that business-to-consumer marketing media is turning into a user-drivenpeer-to-peer
focused network, where consumers can increasingly rely on unfiltered, dynamic and topical
information provided by their own peers(p. 48).
According to this review, one of the most cited definition was Wunsch-Vincent and
Vickerys report for OECD, centered in new business models and value creation around what
the authors call user created contentand the intellectual property problematization, amongst
other issues. The economy/industry focus results in the following definition for UGC: (1) content
made publicly available over the internet, (2) which reflects a certain amount of creative effort,
and (3) which is created outside of professional routines and practices(2007,p.9).
From a marketing perspective, Kietzmann et al. (2011) broadly define social media as the
product of userscreation. Lobato et al. (2010) argue that what defines UGC is the opposition
between formal and informal elements in the media industry. The authors recommend
making a clear distinction between media economy and industry sectors, for while the former
encompass both formal and informal, the latter is highly formal and regulated. Probably due
to intensive focus on marketing, Tirunillai and Tellis (2012) claim UGC is one aspect of a
broad phenomenon of inter-consumer communication called word of mouth(p. 198),
situating UGC it under WOM umbrella, as they studied the dynamics between product
reviews in sites like Amazon and stock performance. On the same path, many authors
identify UGC with electronic Word of Mouth, or simply eWOM (Cox et al., 2009;Ye et al., 2011;
Smith et al. 2012;Phua et al., 2020).
OIR
One of the solutions to operationalize UGC in studies both in tourism and in business or
marketing have been by selecting the platform that allegedly channels UGC, such as blogs
(Akehurst, 2009), Social Media (Dhar and Chang, 2009) or consumer review areas on ecommerce
sites (Dhar and Chang, 2009;Ye et al., 2011;Tirunillai and Tellis, 2012). Dhar and Chang (2009)
go as far as to define UGC as the conjunction of blogs and social networking sites(p. 300).
OConnor (2008, p. 51) situates a specific type of UGC, user reviews, as the most relevant topic
within the broader Web 2.0 realm, and defines it as when individual consumers are solicited to
provide both quantitative and qualitative feedback on destinations, hotels or other travel
experiences that they have visited.Similarly, Zhang et al. (2016, p. 119) have studied UGC as
synonym for feedback on products and services,dividing UGC into structured type, such as
numeric ratings, and/or unstructured type, such as textual comments.
Still in the tourism realm, Girardin et al. (2008) employ the terms digital footprintand
user-generated electronic trailsto refer to data published both in an active mode (such as
photos published consciously on social media) and in a passive mode (such as information
collected by Google after tourism-related searches). This conception of passive user-
generated data is also shared by Haklay and Weber (2008, p. 18), as the authors study
User-Generated Street Maps, referring to the specific kind of UGC in such context as user-
generated mappingand user-generated geographical information.They include passively
generated content such as GPS data and user searches in their understanding of UGC.
Both passive-active and structured-unstructured dualities represent dilemmas to be
solved in order to circumscribe to what extent should an interaction be considered content.
3.3 Information Science
While Cha et al. (2007) refer to YouTube and similar applications as UGC sites or UGC
services, DesAutels (2011) proposes the idea of User-Generated Information Systems (or
UGIS), which are the outputs of information management work mediated by software,
performed by users who do not need to have the technical capacity to program. Susarla et al.
(2012, p. 23) highlight the dual nature of user participation, in content creation as well as
opinion formationon YouTube while studying contagion impact on the trajectory of UGC
diffusion on such platform.
Hagemann and Vossen (2009, p. 1) build a categorization of UGC that expands the idea of
content including programming pieces of software such as APIs and even tags, arguing that
there is more UGC than is commonly understood.In the same direction, Krumm et al. state
that user-generated content comes from regular people who voluntarily contribute data,
information, or media that then appears before others in a useful or entertaining way, usually
on the Web(2008, p. 10, my emphasis), pointing to (1) the definition of user as a regular
person; (2) the voluntary nature of the communicative act; (3) other forms of content other
than media, referred to as data and information, probably related to less obvious kinds of
content than pictures or videos published in social media; and (4) possible social functions of
UGC (useful or entertaining way).
Within a patent to a method and system to analyze UGC, Bandaru et al. (US Patent No.
7,930,302, 2011) distinguish four types of relevant information, again particularly focused on
customer reviews: (1) general sentiment indicators on a specific attribute for the product or
service from all the reviews; (2) a summary of most relevant aspects (...) (3) location indexed
information (...) and d) personalization of content.
3.4 Humanities
In the cultural production realm, Kevin McDonald (director) and Ridley Scott (executive
producer) created Life in a Day in 2010, a sort of a user-generated movie, where people sent
footage of one day of their lives to a channel on YouTube following some very broad
guidelines, except for one vary strict: that day had to be July 24, 2010. To the lenses of Lobato
The so-called
UGC: an
updated
definition
et al. (2010), that could be interpreted as a call to unformalizethe formal (movie industry). At
the same time and perhaps paradoxically, they are industrializing artisanal UGC and
artisanalizingHollywood.
From a structural perspective, using Social Network Analysis, Ingawale et al. (2013) have
evaluated the quality of UGC created at Wikipedia, using as criteria those of the platform
itself: Neutral point of view, verifiability and stability as in content supported by
established sources more than original studies or theories. Manovich (2016, p. 1) defines
cultural analytics as the analysis of massive cultural datasets and flows using computational
and visualization techniques,a definition inclusive from studies from classic UGC sites such
as Flickr, Instagram, YouTube, etc. to those that deal with usersinteractions with such
content. The author argues that social computing studies the non-professional, vernacular
culture by default(Manovich, 2016, p. 3), changing the scope of traditional humanities
studies from the few special cases worth studying to the unprecedented opportunity to
describe, model, and simulate the global cultural universe.Or, as the author puts it: Cultural
Analytics is interested in everything created by everybody(p. 8, original emphasis).
Does everything created by everybodyinclude old, digitized material? Project
Europeana [1] supports research over digitized content, previously restricted to the local,
domestic or personal use, such as files from libraries, museums and even personal content
such as photos of the Second World War, characterized in the projects blog as the new
history(Bull, 2016).
The examples lead to a couple of dilemmas to be addressed further on. First: is UGC
restricted to digital creation supported by natively digital devices? Does the value of novelty
reside simply in the accessibility enhanced by digitization or is it more than that? Secondly, if
this kind of content authored by an ordinary person is circulated through mainstream media
such as news outlets- or amplified by some hot Hollywood executive producer like Ridley
Scott, should it be called UGC?
3.5 Political science
Ostman (2012) researched the relationship between UGC creation and political involvement.
The author distinguished two characteristics common to the UGC: (1) amateur production of
original content or editing of existing content and (2) the act of sharing such content, publishing
in different platforms such as websites or blogs, linking content generation with its publication
and even its active dissemination. Leung (2009) combined five UGC-related activities (personal
webpage,blogs,forums,videos on YouTube and Wikipedia contributions) into a single measure
named overall user-generated content online(Leung, 2009, p. 1335). Dylko and McCluskey
(2012, p. 257) built the concept of Political UGC, operationalizing it on top of Wunsch-Vincent
and Vickerys(2007)definition, adding that it should be thematically focused on politics.Such
definition builds upon four themes found in their literature review on UGC: (1) an active user
with (2) different degrees of activity, who creates content with (3) some level of authenticity
that is (4) made available to anyone (Dylko and McCluskey, 2012, p. 257).
Mortensen (2015b) elaborates theoretically on the idea of connective witness, pointing to
the crossroads of digital visual culture with personalized political participation through the
creation of testimonial content, exemplifying with cases of a CNN.com citizen reporting
channel called Ireport. The author develops other researches related to the phenomenon and
operationalizes the concept of eyewitness images(Mortensen, 2015a,c).
4. Deconstructing UGC
Wardle and Williams (2010) developed a critical reading of the concept departing from its
composing terms, in the context of BBCs journalistic routines, concluding that they should be
named audience materialas they point out what they see as serious limitations to the
OIR
acronym within the newsroom routines and practices. This section aims to follow the same
path deconstructing the acronym from its three constituting terms but elaborating it further.
In the present section, I will go through each of the terms amalgamated in the acronym UGC
and circumscribe the limits that serve best the concept.
4.1 User
4.1.1 From audience to user. Rosen declared in 2006 the end of the audience such as media
professionals had known, referring to them as the people formerly known as the audience
(2006, par 1). The idea of an active user as a content producer has been discussed by many,
such as Enzesberger (1971), who argued more than 40 years ago that the radio was as much a
means of production as a means for consumption of media. McLuhan (1999, p. 248) claimed in
the 1960s that electric media instantly and constantly create a total field of interacting events
in which all men participatewhere participationcan be understood as a shared cognitive
mediated experience on a global scale. Lazarsfeld (Otero, 1997) and Katz (1957) had
previously discussed the limitations of mass media effects and the conceptualization of an
active audience from a cognitive perspective. In the realm of media activism, for Downing
(2001, p. 8) media audiences are usersin opposition to consumers,referring to an active
cognitive behavior as opposed to noncritical.Such perspectives, though, stand in the
reception side of unilateral communication, referring to an introspective process instead of
media production, regardless of the term: audience or user.
Toffler (1980) coined the term prosumer in reference to a proactive consumer. Fiske (as
cited by Livingstone, 2015) proposed in the 1990s to convert the noun into a verb: audiencing.
Leadbeater and Miller created the neologism Pro-Am, which stands for Professional-
Amateurs, defined as innovative, committed and networked amateurs working to
professional standards(2004, p. 9). Bruns (2008,2010) uses the expression produser as a
criticism of a sort of econocentrismembedded on Tofflers (1980) definition, pointing to the
fusion of producer and user, in processes of active collaborative content creation.
Amid the proliferation of neologisms, Ridell criticizes these sort of hybrid labels, arguing
instead that what is new is the interchangeability of the roles assumed by the same individual
when interacting with digital media, but insisting on the validity of the maintenance of the
original categories, such as audience,producer,consumer and so on. Van Dijck identifies three
levels of user participation in social media, namely the roles of creator,spectator and inactive
(2009, pp. 4546). Livingstone criticizes a linear approach to the communicative process,
problematizing the adoption of the expression end-user,recognizing the importance of
individual and collective experiences of ordinary personsin the digital realm (2015, p. 442).
In the same direction, Bruns states that in such digital realms, where collaborative creation of
content is the reality, the role of consumerand even that of end userhave long disappeared,
and the distinctions between producers and users of content have faded into comparative
insignificance(2008, p. 2). In light of the above, it seems that userembraces in a neutral
form the range of roles discussed above, reinforcing the pertinence of the acronym UGC
within the digital content creation realm.
4.1.2 Who or what is user?. Smith et al. (2012) consider userthe author of content
produced by consumers and [that] did not have an apparent commercial objective(p. 106),
that is, not professionally related to the product, in line with Cox et al. (2009).Kim (2010,2012)
opposes User- (UGC) to Professionally-Generated Content (PGC), as the author analyzes the
institutionalization of YouTube, pointing out the tensions on such distinction and on the
tendency to professionalize the channels content. In that line, what happens if a journalist is
creating non-news content such as sharing on Facebook pictures of a touristic attraction
taken during a family vacation? This leads to the question of visibility, which can be
appreciated in terms of the user and/or the content. It is interesting to analyze separately the
value of the individual that creates the information and the information value per se.
The so-called
UGC: an
updated
definition
Therefore, a content that becomes popular because it was produced and/or shared by a public
figure with a lot of media exposure a movie celebrity, a politician, a TV anchor has
necessarily a different reach than the same content by an ordinary user with not as much
visibility, reflected for instance, in the amount of expected retweets (Suh et al., 2010). On the
other hand, communicational technical knowledge, even without the formal training, would
result in a sort of newsycontent outside news media outlets, following the Pro-Am logics.
If UGC is to be understood as a relatively new phenomenon that pertains to the digital age,
it is because the value of the opportune content itself could or even should be able to gather
visibility bypassing domestic choke-points of censorship and reach for global attentionas
Tufekci (2013, par. 20) suggests on her analysis of the role of social media in the context of
protests in Tahrir square. I will discuss the content later, but it is important to remark at this
point that the privileged access to traditional media as the unique diffusion platform available
is no longer, in an UGC perspective, the sole path to make a content visible, as ordinary
individuals with average number of followers may play important roles in digital social
networks (Bastos and Mercea, 2015; Author removed) and may be as valued as celebrities
when authoring content (Phua et al., 2020).
Nevertheless, considering the interchanging roles of users on digital media (Ridell, 2012),
journalists, politicians or celebrities in general, are no less of ordinary people when they are
off the spotlight, just as the example above. To solve that innuendo, I suggest two dimensions
that help define what is a userin a UGC perspective: the role played by the author of the
content (which are inclusive of the different roles played by people as ordinary or public
figures) and the professional competency (associated with the communicative practices). The
former varies in most cases, since roles are usually context-dependent, so most of the authors
could be usersat some point such as a journalist outside her professional routine, an
activist on a sports event and so on- create media content. Professional persona is not
perennial; it is interchangeable with individual social persona. The latter should be
historically situated (Polydoro, 2016, p. 164) for not only the professional media standards are
variable through time, they have gotten frequently blurry with amateur-created content
(Leadbeater and Miller, 2004), due to, perhaps, amid other plausible causes, growing
centrality of digital and visual culture as well as technological advances of regular consumer
media devices as opposed to professional that allow untrained people to produce high
quality content, either by luck, talent or plain persistence.
Contextualizing to the present research, to be discarded as UGC, in the realm of a protest,
a user must either publish through organizational channels such as a journalist or even an
ordinary citizen that sends content to a media outlet- or the individual channel is used
professionally, such as an activistsorapoliticians Twitter handle. Whenever a digital
media user plays a role as an ordinary citizen and as such creates content, then publishes and
publicizes it through independent, non-editorialized channels -instead of professional or
organizational ones- we should be talking about a communicative practice that could be
classified as UGC.
4.2 Generated
The due appreciation of what means to generate content in the context of UGC leads us to
question the myriad of ways one can participate in digital media and which ones we should
consider in the definition of UGC.
Ostman distinguishes UGC from UCC, or User-Created
Content, defining the latter as content originally created by users(2012, p. 1,006), while the
former encapsulates a broader spectrum of creative activity, ranging from encyclopedic
entries on Wikipedia and blogging to posting of music videos on YouTube(
Ostman, 2012,
p. 1,006). Wardle and Williams (2010) state that comments on social media should not to be
considered UGC, but a video uploaded to YouTube should. Dylko and McCluskey, in their
OIR
study on Political UGC, define the degree of activityof the useras a measurable variable that
should be significant (2012, p. 257). How to assess what content qualifies as significant,
though, is not a simple matter, as the work of Zhang et al. (2016) on structured and unstructured
UGC reveals. Furthermore, significant to whom: the user, the platformsadsystem,the
communityof users? In the same paper, Sunstein is cited by Dylko andMcCluskey (2012, p. 256)
suggesting that small acts (e.g. rating content and commenting on a blog) by large numbers of
people can produce meaningful outcomes.It is not clear, then, if Dylko and McCluskeys
significant degreeof activity implies intensive individual participation or if it is inclusive of a
massive collection of small contributions.How different is an intensive participation by one or a
few committed users from a subtle participation from a large group of users?
4.2.1 Participation and authorship. There are obvious differences between likingor
sharingsomething created by someone else and publishing a content in a more authorial
mode, such as a text or a video. Nevertheless, there are many little footprints and trails left
conscious or unconsciously by users of different data systems that are captured and to
which a significant meaning can be attributed.
Van Dijck (2009) highlights the uneven distribution of userscontribution on social media,
exemplifying with YouTube, which has an impressively low rate of active users meaning
those that currently publish videos versus passive ones that just navigate, consult,
comment but do not upload. Less than 5 in every 1,000 users are within the former group,
according to a study by Li cited by the author (Van Dijck, 2009, p. 55). This figure leads us to
ask if the interactions of the other 99.5% of YouTube users are discarded from the concept
of UGC.
Present analysis leads me to disagree, therefore, with Dylko and McCluskey in the sense
that I do not consider that increased user control and engagement (in the sense of interaction)
with content should be essential to any conceptualization of UGC(2012, p. 256). Perhaps it
could be peremptory to political activity, but UGC should include content whose authorship is
problematic and even impossible to be attributed to an individual, either due to its implicit
(Girardin et al., 2008), passive (Haklay and Weber, 2008) or aggregate nature such as ratings
(Zhang et al., 2016) and other quantitative inputs (OConnor, 2008). Such type of collaborative,
large scale systems, lead to multiple authorship or none at all as artist-researcher
Beiguelman states regarding creative process in digital media: authorship, endangered
noun(2003, p. 35).
Diffusion. Prior to the popularization of UGC, content generated by people with no access
to mainstream media either had to pass mainstream medias gatekeepersapproval or
circulated in alternative media. During the industrialized media era, post-Gutenberg, in which
media that just transmit content one way acquire a machinicscale, a certain distance
between content creation and content production processes, between creator and publisher,
was imposed.
Bruns (2010) states that the content generated by an active user that he calls produser
must be publicly accessible,suggesting perhaps that the content earns meaning through
sharing. Wunsch-Vincent and Vickery state that the content must be publicly available over
the Internet(2007, p. 4). The diffusion, within a culture of sharing, seems to be inextricably
attached to the process of creating the content, operating under the logics of dissemination,
diffusion, that is, what Jenkins et al. (2013) call spreadability: a contents trait or tendency to be
spread.
I argue, supported by these and other reviewed definitions of UGC (Daugherty et al., 2008;
Dylko and McCluskey, 2012;Girardin et al., 2008;McKenzie et al., 2012;
Ostman, 2012) that
one (generation) without the other (diffusion, publication) is not UGC. Therefore, the
expression generated, in the context of UGC, implies necessarily publication/diffusion as an
inseparable step of the process, pointing to a virtuous interdependence, proper from digital
realm in the post Web 2.0 era which simultaneously makes it novel and defines it. Moreover,
The so-called
UGC: an
updated
definition
as stated previously, not through any channel; through channels that offer a high degree of
operational and editorial autonomy, that is, ease of adoption and no gatekeeping,
respectively. At least not in the traditional sense, though there are the declared terms of
use the contents author must comply with, and its design and compliance in the form of self-
regulation is a matter of criticism (Hintz, 2015;Kumar, 2019).
4.2.2 Intentionality and awareness. The commercial value of metadata has long been
source of debate. Van Dijck (2009) highlights the economic relevance of metadata left as
digital footprints by users of UGC platforms analyzing YouTubes evolution after its
acquisition by Google. Drawing a balance, the author states the users role as a data provider
is infinitely more important than his role as a content provider(Van Dijck, 2009, p. 49). One of
the issues that stand out is: to what degree is it transparent to the user that he/she is actually
producing content that will be used in some manner, even if in the form of aggregated
metadata that renders the individual users anonymous? In other words, to be considered
UGC, must content be self-contained? That is, must it be meaningful by itself?
Though the ethical component of such discussion is not the direction of this research in
spite of its importance it triggers questions related to it, mainly to the definition of UGC
regarding intentionality and awareness. That includes the awareness of the final meaning that
usersinteractions will contribute to, such as quantitative statistical analysis, data mining
and big data analyses. These two dimensions evoke the variety of processes of content
creation discussed so far: (1) those that are and are not intentional and (2) that the user has
more or less awareness of the meaning given by third parties or at least disclosed by the
hosting platform.
Girardin et al. (2008) propose research methods for an object they call digital footprints.
They may be explicit (like photos on Flickr) or implicit (map consultations, calls, SMS
messages, etc.) alluding again to the myriad of ways user-generated data of different forms in
different scales may be interpreted as meaningful information even when they are not
necessarily generated intentionally. Otherwise, this kind of content is the result of using
digital media or services that allow, through the terms of service, not only the storage of
personal data or metadata, but also its analysis, such as in the case of Facebooks unpublished
status updates (Das and Kramer, 2013).
Digital ubiquity leads to an unprecedented frequency of creation of UGC that enhances the
chance of capturing extraordinary content. At the same time, many eyes look at such content,
recontextualize it and find new and unintended meanings to it. In the context of UGC, then,
to generate content includes data created and publicized by users on digital environments that
can be interpreted in a meaningful way by the same user or third parties, even though might
have been collected or grouped together for analysis in absence of intention and/or awareness of
the same user.
4.3 Content
4.3.1 The boundaries of content. According to the Oxford Dictionary of Social Media, content
is Any material made available for sharing online, including photographs and videos, news
and entertainment(Chandler and Munday, 2016). Social media and digital media in general,
in that sense, bring along a plethora of media formats that fit that description, that contain
within some clear borders, some sort of content: blog posts, animated Gifs, URLs, geolocation,
pictures, videos, tweets, video streaming, etc. What they have in common is that theyre
usually recorded in databases. Even streamed media is recorded most of the times, which
makes them transmittable and accessible from different locations and in asynchronous ways,
as long as one is connected to the internet.
Hagemann and Vossen (2009) propose, as previously discussed, unorthodox formats such as
tags, code, mashups or applications as content. Also, other types of very small contributions, in
forms of content that collectively acquire relevance -such as marketing platforms that aggregate
OIR
user-generated opinions of products (Flanagin and Metzger, 2013). Even individual metadata
represent small bits of data coupled with media that, even though in incomprehensible or opaque
ways to its creator, allow platforms from social media platforms to search engines to
advertising servers- organizations and/or people to fulfil a series of different tasks, frequently
supported by data mining and data aggregation operations. This aligns with the previously
mentioned idea of meaningful outcomesproposed by Sunstein as the result of small actsby
many users put together and should be taken seriously, especially considering the growing field
of big data research.
UGC may also be result of the combination of different sources: a person, a group of
persons, a multitude, a topic (such as a hashtag search) or even automated gathering and
generating mechanisms (such as bots, crawlers, algorithms, feeds etc.) could be behind the
generation of content. In other words, an individual content, in order to be considered UGC,
not necessarily must be meaningful on its own, it may be the result of different combinations
that might involve different bits of content or different formats (or both). In the end such bits
of content are meaningful to someone or something. On accepting such a form of content,
there is a demand for a more inclusive definition of the expression content in the context
of UGC.
4.3.2 Types of content. Differences lie behind the type of content, though. In a study about
the value given to UGC by audiences of BBC, Wahl-Jorgensen et al. (2010) find that there is a
radically different valuation of testimonial content versus opinion: while the former is very
highly esteemed, the latter is even despised. That discussion leads to another variable to
consider: the motivation behind the creation of UGC. Exclusively social content such as
phatic conversation fulfil a very different communicative function than cultural creation,
political debate or criminal denunciation. Kammer (2013) classifies content as conversational
when its purpose is merely the social interaction. Nevertheless, such distinction is less
relevant if we consider the variety of attributes that may be source of knowledge from a social
sciences perspective and other fields as well such as metadata of place, time, choice of
words, frequency of interaction and so on. It seems unfair to decide a priori which forms of
content should be valid as research advances in so many ways in this ever-evolving digital
content creation field.
Jenkins (2006) states that in a culture of convergence, content ceases to be the end of the
cultural production and becomes one of multiple dimensions of transmediatic activity
(Jenkins et al., 2013) that gathers different types of interaction. Such interactions transform
metadata into an important part of the content. In light of that, the number of hits, likes,
shares, etc. become part of the contents value chain and should be considered integrating
part of UGC reality. This calls for a dynamic, fluid interpretation of the concept, apart from
the static, perennial content of industrial media, restrained to the materiality of its analogue
immutable forms. Metadata becomes, in that sense, as much of a content as text.
In sum, content,in the context of UGC, stands for not only standard media creation, but
also collaborative content in forms of very small individual contributions -such as metadata,
ratings, thumbs up”–and even unintended contributions to some unnoticed or opaque
database for its cumulative result might be meaningful in different ways for different people or
organizations.
5. Toward an updated and unifying definition of UGC
My final proposition of UGC, based on the previous developments, should encapsulate the
dimensions presented on each of its constituting terms: User must contemplate the idea of an
ordinary user as a role among so many possible roles rather than call for neologisms or
hybrid definitions. Generated must include diffusion as an entangled action of the digital creative
process and must refer both to individual or collective, intentional or unintentional content, as it
has meaning to someone or somebody in some form for example, individually or in an
The so-called
UGC: an
updated
definition
aggregated form. Content must contemplate not only media, but also other types of interaction
that have an effect on meaning. A content in social media is not just the file uploaded, it is the
orbit of metadata that accumulates around it: likes, shares, angry faces, comments. A definition
must be guided not by principles of media forms, but rather those of meaning-making. Finally,
the diffusion is aninherent part of digital culture and which means are used are not indifferent in
the context of UGC. I argue that in the age of UGIS and Social Media, UGC must be narrowed
down to content published on independent channels. Independent channels should be
understood here as means to publicize content that are not moderated by any interested
parties. Though independent is never an absolute concept and Social Media, User-Review pages,
Blogs and so forth are definitely political and economic actors, they usually do not operate as
gatekeepers or editors in nearly the same level as in legacy media.
In light of the above, I propose that User-generated Content is any kind of text, data or
action performed by online digital systems users, published and disseminated by the same user
through independent channels, that incur an expressive or communicative effect either on an
individual manner or combined with other contributions from the same or other sources.
As previously stated, though many authors across the span of disciplines in social
sciences and beyond have adopted the term UGC, there has been little consensus to its
meaning since the roll-out of social media platforms, the major host for such kind of content.
This research is an attempt to overcome such gap in the field, by (1) critically reviewing its
applications, operationalizations and definitions, and (2) deconstructing the acronym and
analyzing it individually but not separately, to finally be able to (3) synthesizing what I hope
to be an updated and unifying definition that could be adopted by such researchers in their
foregoing studies and stands as a starting point for future researchers that might find the
need to update it due to other socio-technical disruptions such as social media advent.
Note
1. Website of the project: http://research.europeana.eu (Accessed June 24, 2016)
References
* Akehurst, G. (2009), User generated content: the use of blogs for tourism organisations and tourism
consumers,Service business, Vol. 3 No. 1, p. 51.
** Allan, S. (2007), Citizen journalism and the rise of mass self-communication: reporting the London
bombings,Global Media Journal - Australian Edition, Vol. 1 No. 1, available at: https://www.
hca.westernsydney.edu.au/gmjau/archive/iss1_2007/stuart_allan.html.
** Bakshy, E., Karrer, B. and Adamic, L.A. (2009), Social influence and the diffusion of user-created
content, Julio de, In Proceedings of the 10th ACM conference on Electronic commerce, ACM,
pp. 325-334.
* Bandaru, N., Moyer, E.D. and Radhakrishna, S. (2011), U.S. Patent No. 7,930,302, U.S. Patent and
Trademark Office, Washington, DC.
Bastos, M.T. and Mercea, D. (2015), Serial activists: political Twitter beyond influentials and the
twittertariat, Vol. 18 No. 10, pp. 2359-2378.
BBC. (2017, April 5), User-Generated Content and the UGC Hub, BBC Academy, available at: https://
www.bbc.co.uk/academy/en/articles/art20150922112641140 (accessed 24 may 2021).
BBC. (n/d), Terms of Use for the BBCs Digital Services, BBC, available at: https://www.bbc.co.uk/
usingthebbc/terms/terms-of-use (accessed 24 may 2021).
Beiguelman, G. (2003), O Livro Depois do LivroS~
ao Paulo, Peir
opolis, Brazil.
** Bourdages, E. (2016), Lack of theoretical foundations in UGC tourism studies? An investigation of
the extent of this issue,inDirect/Interactive Marketing Research Summit, Los Angeles, CA,
Saturday, October 15, 2016.
OIR
Bruns, A. and Hanusch, F. (2017), Conflict imagery in a connective environment: audiovisual content
on Twitter following the 2015/2016 terror attacks in Paris and Brussels,Media, Culture and
Society, Vol. 39 No. 8, pp. 1122-1141.
** Bruns, A. and Liang, Y.E. (2012), Tools and methods for capturing Twitter data during natural
disasters,First Monday, Vol. 17 No. 4, available at: http://firstmonday.org/htbin/cgiwrap/bin/
ojs/index.php/fm/article/view/3937/3193 (accessed 24 September 2017).
Bruns, A. (2008), Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage, Peter
Lang, New York.
Bruns, A. (2010), News produsage in a pro-am mediasphere: why citizen journalism matters,
in Meikle, G. and Redden, G. (Eds), News Online: Transformations and Continuities, Chap. 8,
Palgrave Macmillan, London.
* Bull, S. (2016), Europeana 1914-1918: showcasing crowdsourcing and user generated content as the
newhistory, March, 2nd, Europeana Research Blog, available at: http://research.europeana.eu/
blogpost/europeana-1914-1918-showcasing-crowdsourcing-and-user-generated-content-as-the-
new-history#sthash.grWY5JR9.dpuf.
* Cha, M., Kwak, H., Rodriguez, P., Ahn, Y.Y. and Moon, S. (2007), I Tube, You Tube, Everybody
Tubes: analyzing the worlds largest user generated content video system, October, In
Proceedings of the 7th ACM SIGCOMM Conference on Internet Measurement, pp. 1-14.
Chaffee, S.H. (1991), Communication Concepts 1: Explication, Sage, Newbury Park, CA.
** Chandler, D. and Munday, R. (2016), A Dictionary of Social Media, Oxford University Press. doi: 10.
1093/acref/9780191803093.001.0001.
* Cox, C., Burgess, S., Sellitto, C. and Buultjens, J. (2009), The role of user-generated content in
touriststravel planning behavior,Journal of Hospitality Marketing and Management, Vol. 18
No. 8, pp. 743-764.
** Crawford, W. (2001), User-GeneratedContent: this is the promised land?,EContent, Vol. 24 No. 8,
pp. 50-51.
** Croteau, D. (2006), The growth of self-produced media content and the challenge to media studies,
Critical Studies in Media Communication, Vol. 23 No. 4, pp. 340-344.
Das, S. and Kramer, A.D. (2013), Self-censorship on Facebook, July, ICWSM - International
Conference on Web and Social Media.
* Daugherty, T., Eastin, M.S. and Bright, L. (2008), Exploring consumer motivations for creating
user-generated content,Journal of Interactive Advertising, Vol. 8 No. 2, pp. 16-25.
** DesAutels, P. (2011), UGIS: understanding the nature of user-generated information systems,
Business Horizons, Vol. 54 No. 3, pp. 185-192.
** Deuze, M., Bruns, A. and Neuberger, C. (2007), Preparing for an age of participatory news,
Journalism Practice, Vol. 1 No. 3, pp. 322-338.
* Dhar, V. and Chang, E.A. (2009), Does chatter matter? The impact of user-generated content on
music sales,Journal of Interactive Marketing, Vol. 23 No. 4, pp. 300-307.
Downing, J. (2001), Radical Media: Rebelious Communication and Social Movements, Sage, California.
** Dylko, I. and McCluskey, M. (2012), Media effects in an era of rapid technological transformation:
a case of user-generated content and political participation,Communication Theory, Vol. 22
No. 3, pp. 250-278.
Enzesberger, H.M. (1971), Elementos para una teor
ıa de los medios de comunicaci
on, Anagrama,
Barcelona, Spain.
** Estrella-Ram
on, A. and Ellis-Chadwick, F. (2017), Do different kinds of user-generated content in
online brand communities really work?,Online Information Review, Vol. 41 No. 7, pp. 954-968,
doi: 10.1108/OIR-08-2016-0229.
The so-called
UGC: an
updated
definition
Felly, K. (2015), We are the web, August 1st, Wired Magazine, available at: https://www.wired.com/
2005/08/tech/ (Accessed 12 December 2016).
** Flanagin, A.J. and Metzger, M.J. (2013), Trusting expert-versus user-generated ratings online: the
role of information volume, valence, and consumer characteristics,Computers in Human
Behavior, Vol. 29 No. 4, pp. 1626-1634.
Ganesh, S. and Stohl, C. (2013), From wall street to wellington: protests in an era of digital ubiquity,
Communication Monographs, Vol. 80 No. 4, pp. 425-451.
Gillespie, T. (2010), The politics of platforms’”,New Media and Society, Vol. 12 No. 3, pp. 347-364.
Gillmor, D. (2010), Mediactive, Dan Gillmor, San Francisco, CA, available at: http://mediactive.com/wp-
content/uploads/2010/12/mediactive_gillmor.pdf December 2016).
* Girardin, F., Calabrese, F., Fiore, F.D., Ratti, C. and Blat, J. (2008), Digital footprinting: uncovering
tourists with user-generated content, IEEE, Pervasive Computing, Vol. 7 No. 4, pp. 36-43.
** Gruber, T. (2008), Collective knowledge systems: where the social web meets the semantic web,Journal
of Web semantics: Science, Services and Agents on the World Wide Web,Vol.6No.1,pp.4-13.
** Hagemann, S. and Vossen, G. (2009), Categorizing user-generated content (extended abstract),
Proceedings of the WebSci09: Society On-Line, Athens, Greece, 1820 March 2009.
** Haklay, M. and Weber, P. (2008), Openstreetmap: user-generated street maps, IEEE, Pervasive
Computing, Vol. 7 No. 4, pp. 12-18.
* Hermida, A. and Thurman, N. (2008), A clash of cultures: the integration of user-generated content
within professional journalistic frameworks at British newspaper websites,Journalism
Practice, Vol. 2 No. 3, pp. 343-356.
* Hesmondhalgh, D. (2010), User-generated content, free labour and the cultural industries,
Ephemera, Vol. 10 Nos 3/4, pp. 267-284.
Hintz, A. (2015), Social media censorship, privatized regulation and new restrictions to protest and
dissent, in Dencik, L. and Leistert, O. (Eds), Critical Perspectives on Social Media and Protest:
Between Control and Emancipation (Kindle ed.), Rowman & Littlefield, London, pp. 109-126.
* Ingawale, M., Dutta, A., Roy, R. and Seetharaman, P. (2013), Network analysis of user generated
content quality in Wikipedia,Online Information Review, Vol. 37 No. 4, pp. 602-619, doi: 10.
1108/OIR-03-2011-0182.
** Jenkins, H., Ford, S. and Green, J. (2013), Spreadable Media: Creating Value and Meaning in a
Networked Culture [Kindle Paperwhite Edition], NYU Press, New York.
Jenkins, H. (2006), Convergence culture: La cultura de la convergencia de los medios de comunicaci
on,
Paid
os, Barcelona.
Johnson, S. (2001), Cultura da Interface, Jorge Zahar Editora, Rio de Janeiro.
** Kammer, A. (2013), Audience participation in the production of online news: towards a typology,
Nordicom Review: Nordic Research on Media and Communication, Vol. 34, pp. 113-127.
** Kaplan, A.M. and Haenlein, M. (2010), Users of the world, unite! the challenges and opportunities
of Social Media,Business Horizons, Vol. 53 No. 1, pp. 59-68.
Katz, E. (1957), The two-step flow of communication: an up-to-date report on an hypothesis,Public
Opinion Quarterly, Vol. 21 No. 1, pp. 61-78.
** Kietzmann, J.H., Hermkens, K., McCarthy, I.P. and Silvestre, B.S. (2011), Social media? Get serious!
Understanding the functional building blocks of social media,Business Horizons, Vol. 54 No. 3,
pp. 241-251.
** Kim, J. (2010), User-generated content (UGC) revolution?: critique of the promise of YouTube, PhD
(Doctor of Philosophy) thesis, University of Iowa, available at: http://ir.uiowa.edu/etd/529.
* Kim, J. (2012), The institutionalization of YouTube: from user-generated content to professionally
generated content,Media, Culture and Society, Vol. 34 No. 1, pp. 53-67.
OIR
* Krumm, J., Davies, N. and Narayanaswami, C. (2008), User-generated content, IEEE, Pervasive
Computing No. 4, pp. 10-11.
Kumar, S. (2019), The algorithmic dance: YouTubes Adpocalypse and the gatekeeping of cultural
content on digital platforms,Internet Policy Review, Vol. 8 No. 2, pp. 1-21.
** Leadbeater, C. and Miller, P. (2004), The Pro-am Revolution: How Enthusiasts are Changing our
Society and Economy, Demos, London.
* Leung, L. (2009), User-generated content on the internet: an examination of gratifications, civic
engagement and psychological empowerment,New Media and Society, Vol. 11 No. 8,
pp. 1327-1347.
Livingstone, S. (2015), Active audiences? The debate progresses but is far from resolved,
Communication Theory, Vol. 25 No. 4, pp. 439-446.
** Lobato, R., Thomas, J. and Hunter, D. (2010), Histories of user-generated content: between formal
and informal media economies, January, 28th, Social Science Research Network, available at:
http://ssrn.com/abstract51749803 (accessed 5 June 2016).
** Lu, W. and Stepchenkova, S. (2015), User-generated content as a research mode in tourism and
hospitality applications: topics, methods, and software,Journal of Hospitality Marketing and
Management, Vol. 24 No. 2, pp. 119-154, doi: 10.1080/19368623.2014.907758.
** Manovich, L. (2016), The science of culture? social computing, digital humanities and cultural
analytics, May 23. doi: 10.22148/16.004.
** McKenzie, P.J., Burkell, J., Wong, L., Whippey, C., Trosow, S.E. and McNally, M.B. (2012), User-
generated online content 1: overview, current state and context,First Monday, Vol. 17 No. 6,
available at: https://firstmonday.org/article/view/3912/3266.
McLuhan, M. (1999), Os Meios de Comunicaç~
ao como Extens~
oes do Homem, Cultrix, S~
ao Paulo.
** Mortensen, M. (2015a), Conflictual media events, eyewitness images, and the Boston Marathon
bombing (2013),Journalism Practice,Vol.9No.4,pp.536-551,doi:10.1080/17512786.2015.1030140.
** Mortensen, M. (2015b), Connective witnessing: reconfiguring the relationship between the
individual and the collective,Information, Communication and Society, Vol. 18 No. 11,
pp. 1393-1406.
** Mortensen, M. (2015c), Journalism and Eyewitness Images: Digital Media, Participation, and
Conflict, Routledge, New York.
*OConnor, P. (2008), User-generated content and travel: a case study on Tripadvisor.Com,in
OConnor, P., H
opken, W. and Gretzel, U. (Eds), Information and Communication Technologies
in Tourism 2008, Springer, Vienna, doi: 10.1007/978-3-211-77280-5_5.
OReilly, T. (2005), What is web 2.0. Design patterns and business models for the next generation of
software, 30 de septiembre de, Blog Post, available at: http://www.oreilly.com/pub/a/web2/
archive/what-is-web-20.html 12 June 2016).
**
Ostman, J. (2012), Information, expression, participation: how involvement in user-generated
content relates to democratic engagement among young people,New Media and Society,
Vol. 14 No. 6, pp. 1004-1021.
Otero, E. (1997), Teor
ıas de la Comunicaci
on, Editorial Universitaria, Santiago de Chile.
* Paulussen, S. and Ugille, P. (2008), User generated content in the newsroom: professional and
organisational constraints on participatory journalism,Westminster Papers in Communication
and Culture, Vol. 5 No. 2, pp. 24-41.
Pavl
ı
ckov
a, T. (2012), At the crossroads of hermeneutic philosophy and reception studies:
understanding patterns of cross media consumption, in Bilandzic, H., Patriarche, G. and
Traudt, P.J. (Eds), The Social Use of Media: Cultural and Social Scientific Perspectives on
Audience Research, Intellect, Bristol, pp. 37-53.
** Phua, J., Jin, S.V. and Kim, J.J. (2020), Pro-veganism on Instagram,Online Information Review,
Vol. 44 No. 3, pp. 685-704.
The so-called
UGC: an
updated
definition
** Polydoro, F.S. (2016), Videos amadores de acontecimentos: realismo, evid^
encia e pol
ıtica na cultura
visual contempor^
anea, (Doctoral dissertation), Escola de Comunicaç~
ao e Artes, Universidade
de S~
ao Paulo.
** Reading, A. (2009), Mobile witnessing: ethics and the camera phone in the war on terror’”,
Globalizations, Vol. 6 No. 1, pp. 61-76, doi: 10.1080/14747730802692435.
** Rhine, N. and Figall, C. (2001), Tapping the grapevine: user-generated content,EContent, Vol. 24
No. 3, pp. 38-43.
Ridell, S. (2012), Mode of action perspective to engagements with social media, in Bilandzic, H.,
Patriarche, G. and Traudt, P.J. (Eds), The Social Use of Media. Cultural and Social Scientific
Perspectives on Audience Research, Intellect, Bristol.
Rosen, J. (2006), Thepeopleformerlyknownastheaudience,June27,PressThink[JayRosens
blog], available at: http://archive.pressthink.org/2006/06/27/ppl_frmr.html (accesed
July5 2016).
* Smith, A.N., Fischer, E. and Yongjian, C. (2012), How does brand-related user-generated content
differ across YouTube, Facebook, and Twitter?,Journal of Interactive Marketing, Vol. 26 No. 2,
pp. 102-113.
** Sonvilla-Weiss, S. (2010), Mashups, remixes, practices and the recombination of existing digital
content, in Sonvilla-Weiss (Ed.), Mashup Cultures, Springer, Berlin.
Suh, B., Hong, L., Pirolli, P. and Chi, E.H. (2010), Want to be retweeted? Large scale Analytics on
factors impacting retweet in twitter network, August, Social Computing (Socialcom), Second
International Conference on IEEE, IEEE, pp. 177-184 (accessed 23 December 2016).
* Susarla, A., Oh, J.H. and Tan, Y. (2012), Social networks and the diffusion of user-generated content:
evidence from YouTube,Information Systems Research, Vol. 23 No. 1, pp. 23-41.
* Thurman, N. (2008), Forums for citizen journalists? Adoption of user generated content initiatives
by online news media,New Media and Society, Vol. 10 No. 1, pp. 139-157, doi: 10.1177/
1461444807085325.
* Tirunillai, S. and Tellis, G.J. (2012), Does chatter really matter? Dynamics of user-generated content
and stock performance,Marketing Science, Vol. 31 No. 2, pp. 198-215.
Toffler, A. (1980), La Tercera Ola. Bogot
a, Plaza & Janes S.A, Colombia.
Tufekci, Z. (2013), Networked politics from Tahrir to Taksim: is there a social media-fueled protest
style?, June 3, DML Central, available at: http://dmlcentral.net/blog/zeynep-tufekci/networked-
politics-tahrir-taksim-there-social-media-fueled-protest-style (accessed 7 June 2014).
* Van Dijck, J. (2009), Users like you? Theorizing agency in user-generated content,Media, Culture,
and Society, Vol. 31 No. 1, p. 41.
Vis, F., Faulkner, S., Parry, K., Manyukhina, Y. and Evans, L. (2014), Twitpic-ing the riots: analysing
images shared on twitter during the 2011 U.K. Riots, in Weller, K., Bruns, A., Burgess, J.,
Mahrt, M. and Puschmann, C. (Eds), Twitter and Society, Peter Lang, New York.
** Wahl-Jorgensen, K., Williams, A. and Wardle, C. (2010), Audience views on user-generated
content- exploring the value of news from the bottom up,Northern Lights: Film and Media
Studies Yearbook, Vol. 8 No. 1, pp. 177-194.
** Wardle, C. and Williams, A. (2010), Beyond user-generated content: a production study examining
the ways in which UGC is used at the BBC,Media, Culture, and Society, Vol. 32 No. 5,
pp. 781-799, doi: 10.1177/0163443710373953.
** Wardle, C., Dubberley, S. and Brown, P. (2014), Amateur footage: a global study of user-generated
content in TV and online news output, A Tow/Knight Report, Tow Center for Digital
Journalism, available at: http://usergeneratednews.towcenter.org/wp-content/uploads/2014/05/
Tow-Center-UGC-Report.pdf (accessed 3 October 2017).
** Williams, A., Wardle, C. and Wahl-Jorgensen, K. (2011), “‘Have they got news for us?Audience
revolution or business as usual at the BBC?,Journalism Practice, Vol. 5 No. 1, pp. 85-99.
OIR
** Wunsch-Vincent, S. and Vickery, G. (2007), Participative Web and UserCreated Content: Web 2.0,
Wikis and Social Networking, September 28, Organization for Economic Cooperation and
Development (OECD), Paris.
* Ye, Q., Law, R., Gu, B. and Chen, W. (2011), The influence of user-generated content on traveler
behavior: an empirical investigation on the effects of e-word-of-mouth to hotel online bookings,
Computers in Human Behavior, Vol. 27 No. 2, pp. 634-639.
** Zhang, X., Yu, Y., Li, H. and Lin, Z. (2016), Sentimental interplay between structured and
unstructured user-generated contents: an empirical study on online hotel reviews,Online
Information Review, Vol. 40 No. 1, pp. 119-145.
Further reading
Lazarsfeld, P. and Merton, P.R. (1985), Comunciaci
on de masas, gustos populares y acci
on social
organizada, in de Moragas, M. (Ed.), Sociolog
ıa de la comunicaci
on de masas, Editorial Gustavo
Gil, Barcelona.
Corresponding author
Marcelo Luis Barbosa dos Santos can be contacted at: msantos@uft.cl
For instructions on how to order reprints of this article, please visit our website:
www.emeraldgrouppublishing.com/licensing/reprints.htm
Or contact us for further details: permissions@emeraldinsight.com
The so-called
UGC: an
updated
definition
... User-generated content (UGC) includes content in any form of text, data, or action that creators of an online digital system create, publish, and disseminate through individual channels [76,97]. Social media platforms are among the most common venues for UGC. ...
... Video games have emerged as a new format capturing creators' interests, with platforms like Minecraft [77] and Roblox [59] leading the way. Building on the definition of UGC [76,97], a UGG is a game created, published, and disseminated by game creators in their own individual channels. ...
Article
An increasing number of game platforms, such as Roblox, enable game creators to develop user-generated games (UGGs). Yet, these platforms often come under scrutiny for hosting UGGs that contain harmful content, ranging from sexually explicit material to Nazi-themed roleplay. Limited attention has been paid to how harmful UGGs are ideated by game creators. To address this question, we studied an online Roblox creator community, where Roblox creators collectively engage in design ideation to brainstorm design ideas for UGGs. Through an inductive thematic analysis, we found three primary ways where Roblox creators' design ideation becomes risky, including how Roblox creators generate risky game design ideas, navigate through policy boundaries to develop these ideas, and share strategies of bypassing moderation. Based on our findings, we discuss ethical and governance challenges facing user-generated games. We propose design implications to support game creators in developing ethical game design ideas and safe game designs.
... User-generated material, consisting of content created by individuals on the internet, including product reviews, blogs, and social media posts, is increasingly becoming a significant portion of the content available online [1][2][3]. Currently, user-generated content has gained more importance and represents a comprehensible part of the entire content and messages posted on the internet. In the tourism sector, user-generated content consists of various types of blogs associated with travels and statements shared on the web sites for networking such as Instagram, X, and various other sites that post reviews and feedbacks. ...
... The main contribution of social media theory in the Web 2.0 era is to emphasize the importance of user-generated content (UGC). Therefore, the concept of social media initially focused on measuring standard attributes based on user engagement [3]. ...
Article
Full-text available
With social media’s rise and widespread application, social science research has entered a new era, bringing new challenges and opportunities to the academic community on how to use social media data for high-quality social reality construction and deconstruction research. Based on the dynamic evolution of social media development, this study constructs a theoretical framework for social media discourse analysis, aiming to explain the social reality construction and development mechanism jointly generated by user- generated content (UGC) and algorithmic recommendation systems in terms of discourse dissemination mechanism and information circulation mechanism. The core goal of social media development is to provide information services that meet user expectations, while committed to continuously improving user experience quality and enhancing user satisfaction. To achieve this goal, we have proposed a series of measures, such as strengthening information control based on the internal circulation of content quality, building an interactive mechanism between users and platform quality perception, and establishing an evaluation system for user feedback and platform governance to achieve high-quality development of social media, promote the construction and deconstruction of social reality, and truly meet user needs.
... Transition to Web 2.0: The advent of Web 2.0 in the early 2000s marked a significant shift in the landscape of social media (McHaney, 2023). Web 2.0 introduced the concept of interactive and usergenerated content, enabling individuals to create, share, and collaborate on digital content in real-time (Santos, 2022). This era saw the rise of social networking sites such as Myspace, Friendster, and Orkut, which allowed users to connect with friends, share photos, and update their status. ...
Chapter
This chapter investigates the impact of social media on religious tourism, exploring its role in destination marketing, visitor experiences, and community engagement. A comprehensive literature review was conducted to examine the influence of social media on religious tourism development. Academic databases were searched using relevant keywords, and findings were structured around key themes. Social media enhances accessibility, information sharing, and community engagement in religious tourism but presents challenges regarding authenticity and privacy. Case studies illustrate successful social media strategies employed by stakeholders. Insights from this chapter inform stakeholders on leveraging social media to promote religious heritage and sustainable tourism practices, fostering visitor experiences and interfaith dialogue. This chapter offers a holistic understanding of social media's impact on religious tourism, combining theoretical insights with practical examples to guide industry stakeholders.
Chapter
This chapter explores the evolution of social media's role within the Chinese food industry, emphasizing its profound impact on marketing strategies. The progression of the Internet from Web 1.0's static content to Web 4.0's immersive experiences has significantly influenced prominent local platforms such as WeChat, Weibo, Douyin and Xiaohongshu, which now play a crucial role in China's digital ecosystem. These platforms offer rich, interactive content and leverage big data for precise marketing, thereby enhancing brand engagement and consumer interaction. The chapter examines how social media marketing has transformed the food industry, providing an in-depth analysis of successful case studies. It also identifies key performance indicators and future trends. By delving into these elements, the chapter aims to offer actionable insights for food industry, enabling them to effectively utilize social media for branding and market expansion.
Article
The concept of consumer reviews dates back to traditional word-of-mouth recommendations, which have always played a crucial role in consumer decision-making. However, with the advent of the internet and the rapid growth of e-commerce platforms, these reviews have moved online, becoming more accessible and influential than ever. Online Consumer Reviews (OCRs) have become a pivotal resource for consumers seeking information and advice on products and services. They offer valuable insights from experienced individuals, aiding potential buyers in making informed decisions. This transformation in consumer behavior didn’t occur overnight but is the result of a gradual evolution in digital communication, e-commerce, and consumer trust. The purpose of the present study is three-fold: to provide a comprehensive analysis of the rise and popularity of online consumer reviews, to assess the impact of OCRs on consumer buying behavior and to identify gaps and provide recommendations for future research to develop a more coherent understanding of OCRs and their impact. To conduct a comprehensive assessment of previous research work on Online Consumer Reviews (OCRs), this study adopts an extensive literature review approach. Based on the extensive literature review, a conceptual framework is developed. This framework aims to categorize and explain three broad factors of OCRs- Online review credibility, source credibility and platform credibility that influence consumer purchase decisions. The framework serves as a tool for researchers to understand the triggers that result in OCRs impacting consumer behavior. Thus, the novel contribution of this study lies in its comprehensive aggregation and presentation of the most pertinent information on OCRs, offering a clear depiction of the current state of literature. This foundation facilitates the identification of future research opportunities, aiming to propel the field forward. Thus, it can be concluded that online consumer reviews have been revolutionized and play a major role in the decision to purchase products.
Article
This study investigates the motivations behind TikTok content creation among Vietnamese Gen Z expatriates by exploring the interplay of the social comparison theory and the Uses and Gratifications Theory in shaping their engagement with the platform. Through qualitative interviews, we uncover the dual role of TikTok in their lives: a tool for fostering social connection and personal expression and a platform for social comparison and validation. These findings illuminate the complex interplay between digital media use and the experience of digital migration, highlighting how Gen Z expatriates navigate transnational identities and seek belonging in an increasingly interconnected world. The study contributes to the ongoing discourse on digitalization and expatriation, emphasizing the multifaceted role of social media in shaping the experiences of young migrants in the digital age.
Article
Purpose Limited studies in the mobile payment segment have attempted at understanding the factors that resist customers from using financial apps or mobile payment services (MPSs). This study aims at identifying the barriers from online customer reviews and examine how these barriers affect customers’ negative emotions (anger, fear, sadness), customer ratings and recommendation intentions. Design/methodology/approach This study, divided into three phases, has adopted a text-mining based mixed-method approach on 14,043 reviews present in Google PlayStore or App Store pages about financial apps used in India. Findings Phase 1 identified barriers like, “bad user experience”, “UPI failure”, “trust issues”, “transaction delays” from the reviews. Phase 2 found that “bad user experience” and “UPI failure” trigger both “anger” and “sadness”. “Transaction delays” and “money lost in transaction” stimulate “fear”. From the IRT stance, in Phase 3 this study has found that barriers like, “transaction error”, “UPI failure” (usage), “bad user experience” (image) and “trust issues” (tradition) have a significant negative impact on both customer ratings and recommendation intention. Originality/value The current study contributes to the existing literature on MPSs by identifying barriers from user generated content. Additionally, this study has also examined the impact of the barriers on customers’ negative emotions and recommendation intention.
Article
Full-text available
The potential of audience participation constitutes a most important characteristic of digital journalism. This article presents an inductive study of audience participation in the production of online news in a Danish context, analysing how audiences participate, and what relationships between journalists and audiences accompany this participation. The article discusses the concept of participation, arguing on the basis of sociological theory that it should be understood as those instances where the audience influences the content of the news through their intentional actions. Applying this definition, it proposes four ideal types of audience participation in the production of online news, namely sharing of information , collaboration , conversation and meta-communication .
Article
Full-text available
The March 2017 advertiser revolt on YouTube, popularly known as the adpocalypse, introduced widespread and radical changes on the platform's policies related to the moderation of content, their 'monetisability' and the terms of the relationship between creators and the platform. These changes in turn have caused significant discontent within the creator community while also gradually transforming the predominant nature of content on the platform. This essay analyses this controversy that is yet to be subjected to a scholarly investigation, in order to probe the ways in which algorithmic moderation of content affects their monetisability and consequently the viewership patterns of culture. Through closely studying the new regime of content moderation and analysing user testimonies in the aftermath of the 'Adpocalypse', this essay poses critical questions about the public utility like role of digital platforms whose gatekeeping function remains largely outside the purview of public debate and deliberation.
Article
Full-text available
I developed the concept of cultural analytics in 2005 to refer to "the analysis of massive cultural datasets and flows using computational and visualization techniques." In 2007 we established a research lab (Software Studies Initiative, softwarestudies.com) to start working on practical projects. The following are the examples of theoretical and practical questions that are driving our research: What does it mean to represent "culture" by "data"? What are the unique possibilities offered by computational analysis of large cultural data in contrast to qualitative methods used in humanities and social science? How can we use quantitative techniques to study the key cultural form of our era — interactive media? How can we combine computational analysis and visualization of large cultural data with qualitative methods, including "close reading"? (In other words, how does one combine analysis of larger patterns with the analysis of individual artifacts and their details?) How can computational analysis do justice to variability and diversity of cultural artifacts and processes, rather than focusing on the "typical" and "most popular"? Eight years later, the work of our lab has become only a tiny portion of a very large body of research. Thousands of researchers have already published tens of thousands of papers analyzing patterns in massive cultural datasets. First, there are data describing the activity on the most popular social networks (Flickr, Instagram, YouTube, Twitter, etc.), user-created content shared on these networks (tweets, images, video, etc.), and also users' interactions with this content (likes, favorites, reports, comments). Second, researchers have also started to analyze particular professional cultural areas and historical periods, such as website design, fashion photography, twentieth-century popular music, nineteenth-century literature, etc. This work is carried out in two newly developed fields — social computing and digital humanities.
Article
Full-text available
The advent of Web 2.0 technologies has enabled the efficient creation and distribution of user-generated content (UGC), resulting in vast changes in the online media landscape. For instance, the proliferation of UGC has made a strong impact on consumers, media suppliers, and marketing professionals while necessitating research in order to understand both the short and long-term implications of this media content. This exploratory study (n = 325) seeks to investigate consumer consumption and creation of UGC and the attitudinal factors that contribute to these actions. The data confirm the established relationship between attitude and behavior and indicate attitude serves as a mediating factor between the use and creation of UGC. With regard to the creation of UGC, the ego-defensive and social functions of attitude were found to have the most explanatory power.
Book
This volume brings together cutting-edge thinkers and scholars together with young researchers and students, proposing a colourful spectrum of media-theoretical, -practical and -educational approaches to current creative practices and techniques of production and consumption on and off the web. Along with the exploration of some of the emerging social media concepts, the book unveils some of the key drivers leading to participatory engagement of the User. Mashup Cultures presents a broader view of the effects and consequences of current remix practices and the recombination of existing digital cultural content. The complexity of this book, which appears on the occasion of the fifth anniversary of the international MA study program ePedagogy Design – Visual Knowledge Building, also by necessity seeks to familiarize the reader with a profound glossary and vocabulary of Web 2.0 cultural techniques. With contributions by Axel Bruns, Brenda Castro, Doris Gassert, David Gauntlett, Mizuko Ito, Henry Jenkins, Owen Kelly, Noora Sopula & Joni Leimu, Torsten Meyer, Eduardo Navas, Christina Schwalbe, Stefan Sonvilla-Weiss, Wey-Han Tan and Tere Vadén & Juha Varto.
Article
Purpose Due to the fact that user-generated content (UGC) and online brand communities (OBCs) are gaining popularity, the purpose of this paper is to identify the type of UGC that has a real effect on product success, in terms of the number of owners, within a popular OBC associated with video games. Design/methodology/approach Different types of UGC for 205 video games were manually collected (the number of positive and negative comments, discussions, screenshots, artwork, videos, guides developed by users and the presence of a workshop) to test their influence on product success. The proposed hypotheses were tested using multiple ridge regression analysis. Findings Results show that users look for simple and quick reviews and content about products in OBCs (i.e. guides developed by users, comments, artwork and screenshots). However, results also show that users do not guide their purchases based on UGC when the process of gaining understanding is more time consuming (i.e. reading discussions, watching videos) or requires more active involvement (i.e. workshop presence). Originality/value Limited research has been conducted on the type of UGC found in OBCs. This study contributes to the understanding of the potential influence of different types of UGC on product success. In addition, it offers managerial insights for companies into how to manage content in online communities.
Article
Acute crisis events ranging from natural disasters to terrorist incidents now tend to generate an almost immediate response from social media users. This is especially pronounced on Twitter, due to that platform’s specific affordances as a particularly open and real-time medium. While analyses of such events have increased over recent years, we still understand relatively little about the way in which audiovisual materials relating to such crises are circulated and what they contribute to processes of witnessing. This is important, however, in an increasingly visual age when audiovisual material tends to be more widely viewed and shared than plain-text updates, and thus has a greater potential to influence viewers’ interpretations of an event. To address this gap in our understanding, this article investigates the distribution dynamics of audiovisual content on Twitter in the immediate aftermath of terror attacks in Paris and Brussels. Results point to the importance of broadening conceptualisations of conflict-related visuals and the ongoing relevance of affective content in such material. Furthermore, this article argues that contexts of time and space are crucial to consider, as is the role that individual actors – both human and non-human – play in disseminating such content.