[Air-L] Research on Content Creators?

Morgan Leigh morgan at wirejunkie.com
Wed Aug 10 22:48:08 PDT 2011


Hi Yosem,
I am writing about this for my thesis atm. I am writing about SL but
have been researching User C reated Content in general. So here is a
list of things to get you started. Ondrejka's one is excellent.


Au, W. (2010). 50 Second Life Avatars Grossed US$100,000+ Each From the
Second Life Economy in 2009! New World Notes. Retrieved February 1,
2011, from http://nwn.blogs.com/nwn/2010/01/the-big-sl-50.html

Bakshy, E., Karrer, B. & Adamic, A. (2009). Social Influence and the
Diffusion of User-Created Content. In Proceedings of the tenth ACM
conference on Electronic commerce (pp. 325-334). Stanford, CA.

Bartle, R. (2004). Designing Virtual Worlds. Berkley, CA: New Riders
Publishers.

Bell, M., Castronova, E., and Wagner, G. (2009). Surveying the Virtual
World: A Large Scale Survey in Second Life Using the Virtual Data
Collection Interface (VDCI). Retrieved February 1, 2011, from
http://ssrn.com/abstract=1418562

Boellstorff, T. (2008). Coming of Age in Second Life. Princeton, NJ:
Princeton University Press.

Bourke, P. (2009). Evaluating Second Life for the Collaborative
Exploration of 3D Fractals. In Computers & Graphics, Vol 33/1. pp.
113-117 doi:10.1016/j.cag.2008.08.004

Castronova, E. (2007). Exodus to the Virtual World: How Online Fun is
Changing Reality. New York, NY: Palgrave Macmillan.

Cox, R. & Crowther, P. (2008). A Review of Linden Scripting Language and
its Role in Second Life. Paper presented at ICCMSN, Dunedin, New Zealand.

Dastar Corporation vs. Twentieth Century Fox Film Corporation 539 U.S.
23, 35 (2003).

Doctorow, C. (n.d.). Makers: Download for Free. Retrieved February 1,
2011, from http://craphound.com/makers/download/

Dornan, A. (2008). The Five Open Source Business Models.
InformationWeek. Retrieved February 1, 2011, from
http://www.informationweek.com/blog/main/archives/2008/01/the_five_open_s.html

Fiesler, C. (2007). Everything I Need to Know I Learned from Fandom: How
Existing Social Norms Can Help Shape the Next Generation of
User-Generated Content. In Vanderbilt Journal of Entertainment and
Technology Law (pp. 729-762).

Finer, J. (2004). Download Revolution. The Guardian. Retrieved February
1, 2011, from http://guardian.co.uk/comment/story/0,,1260735,00.html

Meadows, M. (2008). I, Avatar: The Culture and Consequences of Having a
Second Life. Berkeley, CA: New Riders.

Ondrejka, C. (2004). Escaping the Gilded Cage: User Created Content and
Building the Metaverse. In New York Law School Law Review - 49 2004/05.

Pfahl, M. (2001). Giving Away Music to Make Money: Independent Musicians
on the Internet. First Monday, vol 6. no. 8. 4 July 2005. Retrieved
February 1, 2011, from
http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1454/1369

http://catb.org/~esr/writings/magic-cauldron/magic-cauldron.html

Regards,

Morgan Leigh
PhD Candidate
School of Sociology and Social Work
University of Tasmania

On 11/08/2011 8:57 AM, Yosem Companys wrote:
> Hi All,
> 
> There's a lot of research that shows that only 1-10% of people in online
> communities and social networks create content.  Is there any research that
> shows who these people are, what do they make, and so on?
> 
> Thanks,
> 
> Yosem
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