Zusammenfassung der Ressource
What is Web 2.0?
- CONTEMPORARY ISSUES
- Piracy
- At the start of Web 2.0, it was known
that because of the advancement in
technology, the growth in piracy would
be seen. This is mainly because it was
easier to upload and share files,
especially movies.
- LimeWire was one of the first software clients which
was able to access specific databases that stored
illegal files, these included movies, tv shows and paid
applications, etc. It meant that anyone could easily
log onto the program and be able to download
countless files with ease, whilst also breaking the
copyright infringement law.
- At the start of piracy, the film industry were the
first to lose money because of piracy, whereas
now in 2017, music is the industry which has the
most loss, as it is still the same as it was when it
first appeared online, unlike movies which are
more enticing when viewing in the cinema.
- Pornography
- With the new ability to easily be able to upload video files to the
internet, in which they could then be eaily played at anyone's disposal,
adult entertainment companies jumped to the chance of being able to
create websites which stored all of their material for the public. As the
internet is a free access place, people of young ages were able to access
these sites, and view the content without permission - this creates the
cycle of kids growing up too fast, and knowing things they probably
shouldn't from a young age.
- ROLES OF THE AUDIENCE AND
INSTITUTIONS
- The audience is there to be
able to use the resources and services
that institutions offer.
- Cross-media convergence
- CMC allowed for the community, or
audiences to become a producer,
simply because of the fact that mobile
devices (smartphones) incorporated all
of the technology which made it easy to
create content.
- HOW HAVE AUDIENCE/INSTITUION RELATIONSHIPS CHANGED?
- When YouTube was born in 2005, it
was mainly institute videos that
appeared on the site, now in 2017,
you find an equal amount of
audience/institute videos, as of the
ability to be a prosumer.
- Web 2.0 has allowed publishing companies to
develop their platforms to fit the online age.
Meaning that more people are able to access this
news content whenever they want, allowing the
publishing companies to charge advertisement
companies and gain a lot of revenue.