a blog,
updated a web page, or uploaded video within the past month)—
constitute the minority (24 percent) (Bernoff, 2009). Among these individuals
still fewer are involved in anything remotely progressive or transformative.
Most, in fact, are contributing to an expanding range of promotional,
entertainment and branding activities.
One widely embraced element of online prosumption is wikis—online sites
with content that almost anyone can add to or modify. The largest of these
is the online encyclopedia called Wikipedia. With approximately ten million
registered English-language users, about 150,000 individuals modify content
each month. Although the most commonly cited motivation for contributing
is an interest in sharing information, routinely the site is used to promote
commercial interests. And while wikis sometimes are portrayed as transcending
the instrumental logic of accumulation (rekindling, for some, a pre-capitalist
commons or gift economy), the historical dynamics outlined earlier suggest
a different future. A profit-making company called Wikia, Inc. thus far has
established (or has hosted the prosumption of) specialized wikis on more than
1,500 subjects. According to its CEO, Gil Penchina, the most popular of these
concern movie franchises and video games, all of which generate revenue by
linking niche market consumers to corporations, enabling the latter to engage
prospective customers, utilize their free labour, and exchange information
with them in order to pursue more personalized (i.e. inter-personal and ‘viral’)
marketing strategies (Parfeni, 2009).
A more tangible example—one involving the production of material
commodities—is LEGO’s Digital Designer software program. It enables online
participants to design and build with virtual LEGO bricks. Once submitted,
the player/designer is offered their own version of what has been created
for a price. Virtual models can also be shared and the advice of other LEGO
enthusiasts solicited. On rare occasions LEGO executives adopt a design and
manufacture the product for sale in toy stores. In return, the prosumer receives
‘design recognition’ but not financial compensation (Zwick et al., 2009: 181).
In this and other instances, beyond exploiting the intelligence of others and
selling LEGO products, the primary objective of the Digital Designer program
is marketing—marketing LEGO directly to participants, using them to market
LEGO by electronically sharing their designs with friends, and utilizing
participant information for future promotions.
Some might argue that such contributions are empowering in that they constitute
the engagement of people in creative, productive pursuits. Millions, indeed, take
part voluntarily without financial incentives. Yet, for centuries, ideas, cultural
Digital prosumption and alienation ………………………………………………………… Edward Comor
http://openfile.org.uk/archive/gil-leung-things-are-circulating/
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representations and design images either have been shared for no compensation
or co-opted (simply stolen in the absence of intellectual property rights) by
capitalists seeking new products and useful information (Huws, 2003: 140-42).
Such creative inputs, whether or not they are remunerated, have always been
core components of a production process whose ultimate aim is the realization
of surplus values. In this context, both the individual paid a wage and the person
providing a corporation with the intellectual labour needed for new designs,
marketing strategies and commodity sales share an important commonality:
both are exploited. Having recognized this, however, the more salient issue
for our analysis of alienation is whether or not these contributions entail the
dehumanization of participants as mere tools of the production process.
The prosumer: Capitalist tool or creative worker?
For decades, proponents of prosumption specifically and ICTs more generally
have, for the most part, forecast an empowered civil society. With more people
engaged in ‘immaterial labour’ or ‘knowledge work’, they argue, corporations
will lose control of their traditional levers of power. Indeed, the ‘smart’ firm
will consciously empower its employees using ICTs to help them become
more productive and creative (Drucker, 1992; Tapscott and Williams, 2006)
while, for radical observers, market pressures will compel capitalists to furnish
disparately located workers with the tools needed to organize themselves in
prospectively revolutionary forms (Negri, 1989).
Little empirical evidence exists to substantiate either of these flattening-of-
hierarchy assumptions.
12
In fact numerous studies show quite the opposite: that
the ‘information society’ and prosumer-enabling technologies serve powerful
interests in their efforts to increase disparities (Rule and Besen, 2007). The main
reason for this is that the core structures and media of status quo relations—
private property, the wage labour contract, and the price system—remain intact
and pervasive. In practice, ICTs have been developed and applied in ways that
have widened and deepened the reach of these very institutions.
ICTs, no doubt, have enabled organizations to shed middle-management
positions, yet new technologies have also been applied to extend control over
production, distribution, exchange and consumption (arguably, neoliberal
globalization would not have been possible without these capabilities).
Moreover, ICTs are being used to increase the monitoring and surveillance
of workers, and to extend corporate control over what and how employees
communicate. Globalized companies—from the Gap to McDonald’s to WalMart—
now, for example, use technologies to standardize worker performance
Digital prosumption and alienation ………………………………………………………… Edward Comor
http://openfile.org.uk/archive/gil-leung-things-are-circulating/
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