In media studies and marketing, spreadability is the wide distribution and circulation of information on media platforms.
Spreadability contrasts with the "stickiness" of aggregating media in centralized places. The original copy of the (textual, visual, audio) information does not need to be replicated perfectly in order to display the characteristics of spreadability, rather the original can be manipulated or maintained in its original form and still be a product of this process. Simply, this concept refers to the capability of media being spread.
The first book which disseminated the concept of "spreadability" for media studies and marketing was Spreadable Media (2013) by media academics and industry experts Henry Jenkins, Sam Ford, and Joshua Green. [1] This spreadability concept emerged [2] in the development of a 2008 white paper, "If It Doesn't Spread, It's Dead: Creating Value in a Spreadable Marketplace" authored by Jenkins, Xiaochang Li, and Ana Domb Krauskopf, with assistance from Green. [3]
The concept "refers to the potential – both technical and cultural – for audiences to share content for their own purposes, sometimes with the permission of rights holders, sometimes against their wishes". [4] It is contextualised in the media landscape due to the strong connection with quick and easy sharing practices which have been enabled by media platforms. After Jenkins coined this term (in a rather optimistic context) many authors such as Christian Fuchs [5] have interpreted this movement through a more pessimistic lens.
Spreadability is directly linked to "participatory culture" (a concept coined by Jenkins). Participatory culture is the backbone to spreadability as it depicts an image of people who are "shaping, sharing, reframing, and remixing media content". [4] This culture is based on grass-root audience practices online. In other words, any user of a platform (that provides sharing possibilities) is emancipated as an individual who can informally, and instantaneously share information online. It is also important how the participatory culture and the act of sharing online "tends to be a communal act of giving and taking that links us to other people". [6]
Jenkins situates spreadability in a particular context. This concept is particularly contextualised in the social media era and the Web 2.0 culture. These two transformations can be considered prerequisites for the idea of spreadability to exist and for spreadable media to adopt such mechanisms to achieve spreadability.
This new culture began at the beginning of the second millennium when the internet became an interactive space. This means there was a need for a platform or platforms where users could contribute and share information. Belk says this is how the "Internet and especially Web 2.0 has brought about many new ways of sharing as well as facilitating older forms of sharing on a large-scale". [7]
There is a strong emphasis on content production, but more concretely, user-generated content production. This is where the importance of social media (an effect of the Web 2.0) is relevant. Spreadable media is only possible when there is a platform where the content can be shared. As Jenkins puts it, "spreadability emphasizes producing content in easy-to-share formats […] which makes it easier to spread videos [or any other material] across the Internet, and encouraging access points to that content in a variety of places". [8] Furthermore, as a result of this sharing community, the public has become more individually and collectively literate about social platforms and their ability to construct identities online.
Therefore, there are a handful of prerequisites that allow media to become spreadable, including, the Internet enabling power to the user, platforms incorporating share buttons or other means to easily pass on media to a specific audience, and for the public to have the required intelligence to carry out these actions. Moreover, there are also specific characteristics which allow certain platforms to have spreadable media on them.
There are special characteristics that help to define what spreadability actually is. One key movement that underlines all the other characteristics is the change from distribution to circulation. This means there is a community where individuals exchange 'meaningful bytes'. [9]
Below is a table that describes how certain elements provided on a media platform engage the audience or viewer into becoming involved in the spreadability of information. The descriptions have been extracted from Jenkins, Ford & Green 2013.
Characteristic | Description |
---|---|
Open-ended Participation | This means that users can use existing material in unlimited and unpredictable ways |
Collaboration Across Roles | There can be a blurring of lines between producer, marketer and audience because everyone can contribute |
Motivating and Facilitating Sharing | The audience generates interest in different brands/franchises because of their sharing practices |
Flow of Ideas | The individuals participating are not as important as their connections which are made visible through social media |
Diversified Experiences | Sharing information may be for personal reasons that change the meaning of the original copy for different people |
One major aspect of sharing media is the loss of control of ownership. It is no longer a black and white picture where one rule can determine this distinction. Hemetsberger expands on this issue in her chapter "Let The Source Be With You". She says how when one engages in sharing information with others, they give up their ownership. She says it is "access over ownership". [10] This is contextualised in a positive environment where individuals can profit from the resources others can provide and are not obligated to be self-dependent. For example, carsharing illustrates how the practice of sharing can be communal act of giving and taking that does not explicitly require ownership. [6] Another example is how one may upload a picture onto social media such as Facebook and by doing so, Facebook archives this information. What Facebook, or any other media platform does with this information which the user provides is sometimes not transparent although we agree to the terms and conditions that explain this.
Sharing can therefore save time and money for individuals who profit from these practices. Profit in general has monetary connotations attached to it but in this context it does not need to refer to an exchange of money. This also connects to the type of sharing that is used. Hemetsberger names three types of sharing; sharing in, sharing out and cross-sharing. [11] It is especially through sharing in that leads to a feeling of belonging to a group or community. For example, when we share a cake between several people, there is a bond forming between those involved. "It is not the only way in which we connect with others, but it is a potential powerful one that creates feelings of solidarity and bonding" [6] that partaking in such practices creates.
Although Hemetsberger speaks of ownership, Christian Fuchs takes a more negative stance on the subject in relation to sharing practices. He relates Wikipedia to the idea of communism and participatory democracy. [12] He argues that "Wikipedians are prototypical contemporary communists" [13] where those contributing to, as well as those who use this platform are guilty. In other words, three contributing factors make those interacting with Wikipedia contemporary communists.
Spreadability is possible through the use of media. A “medium” is any tool that can be used by anybody to deliver various forms of media (any information, a picture, etc.) to an individual or a group of people at any given point in time. [16] As one could infer from the name, a “medium,” is essentially between two things (e.g. a person listening to the radio in their car). [17] Media content is produced, and/or ‘altered,’ [18] and then circulated on the media platform(s). According to Karcher, the three main types of spreadable media are “from scratch (original), altered (changed in someway before being circulated), and ‘as-is’ (circulated before any alterations are made).” No matter the involvement/contribution an individual takes part in when it comes to spreadable media, every aspect is extremely valuable because every person involved works together either directly or indirectly. [1]
Since the social media era began, spreadability has allowed internet users to share newly created content as well as remix and remaster other’s work to spread content across platforms. Henry Jenkins believes it is in massive media conglomerates’ economic interest “to move any successful media content from one delivery system to another in order to maximize profit and broaden market potential”. [19] Jenkins says, “consumers are taking advantage of the new media technologies to respond to, remix and repurpose existing media content”. [19] Spreadable media must be quotable and grabbable, as well as easily portable and shareable, thus allowing audiences to re-use and consume. [1] In 2010, Jenkins argued that the news industry lacked a sense of spreadability held within the social media markets. [20] Consequently, Fake news is vastly spread through online social media. In 2018, Miriam Metzger, a UC Santa Barbara communications researcher, said, “Fake news is perfect for spreadability: It’s going to be shocking, it’s going to be surprising, and it’s going to be playing on people’s emotions, and that’s a recipe for how to spread misinformation,” [21]
In mass communication, digital media is any communication media that operate in conjunction with various encoded machine-readable data formats. Digital content can be created, viewed, distributed, modified, listened to, and preserved on a digital electronics device, including digital data storage media and digital broadcasting. Digital defines as any data represented by a series of digits, and media refers to methods of broadcasting or communicating this information. Together, digital media refers to mediums of digitized information broadcast through a screen and/or a speaker. This also includes text, audio, video, and graphics that are transmitted over the internet for viewing or listening to on the internet.
A virtual community is a social network of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.
Technological convergence is the tendency for technologies that were originally unrelated to become more closely integrated and even unified as they develop and advance. For example, watches, telephones, television, computers, and social media platforms began as separate and mostly unrelated technologies, but have converged in many ways into an interrelated telecommunication, media, and technology industry.
Alternative media are media sources that differ from established or dominant types of media in terms of their content, production, or distribution. Sometimes the term independent media is used as a synonym, indicating independence from large media corporations, but this term is also used to indicate media enjoying freedom of the press and independence from government control. Alternative media does not refer to a specific format and may be inclusive of print, audio, film/video, online/digital and street art, among others. Some examples include the counter-culture zines of the 1960s, ethnic and indigenous media such as the First People's television network in Canada, and more recently online open publishing journalism sites such as Indymedia.
Media democracy is a democratic approach to media studies that advocates for the reform of mass media to strengthen public service broadcasting and develop participation in alternative media and citizen journalism in order to create a mass media system that informs and empowers all members of society and enhances democratic values.
Henry Jenkins III is an American media scholar and Provost Professor of Communication, Journalism, and Cinematic Arts, a joint professorship at the University of Southern California (USC) Annenberg School for Communication and Journalism and the USC School of Cinematic Arts. He also has a joint faculty appointment with the USC Rossier School of Education. Previously, Jenkins was the Peter de Florez Professor of Humanities as well as co-founder and co-director of the Comparative Media Studies program at the Massachusetts Institute of Technology (MIT). He has also served on the technical advisory board at ZeniMax Media, parent company of video game publisher Bethesda Softworks. In 2013, he was appointed to the board that selects the prestigious Peabody Award winners.
Web 2.0 refers to websites that emphasize user-generated content, ease of use, participatory culture and interoperability for end users.
Social peer-to-peer processes are interactions with a peer-to-peer dynamic. These peers can be humans or computers. Peer-to-peer (P2P) is a term that originated from the popular concept of the P2P distributed computer application architecture which partitions tasks or workloads between peers. This application structure was popularized by file sharing systems like Napster, the first of its kind in the late 1990s.
Citizen media is content produced by private citizens who are not professional journalists. Citizen journalism, participatory media and democratic media are related principles.
User-generated content (UGC), alternatively known as user-created content (UCC), is any form of content, such as images, videos, text, testimonials, and audio, that has been posted by users on online platforms such as social media, discussion forums and wikis. It is a product consumers create to disseminate information about online products or the firms that market them.
Participatory media is communication media where the audience can play an active role in the process of collecting, reporting, analyzing and disseminating content. Citizen / Participatory Journalism, Citizen Media, Empowerment Journalism and Democratic Media are related principles.
A social news website is a website that features user-posted stories. Such stories are ranked based on popularity, as voted on by other users of the site or by website administrators. Users typically comment online on the news posts and these comments may also be ranked in popularity. Since their emergence with the birth of Web 2.0, social news sites have been used to link many types of information, including news, humor, support, and discussion. All such websites allow the users to submit content and each site differs in how the content is moderated. On the Slashdot and Fark websites, administrators decide which articles are selected for the front page. On Reddit and Digg, the articles that get the most votes from the community of users will make it to the front page. Many social news websites also feature an online comment system, where users discuss the issues raised in an article. Some of these sites have also applied their voting system to the comments, so that the most popular comments are displayed first. Some social news websites also have a social networking service, in that users can set up a user profile and follow other users' online activity on the website.
Participatory culture, an opposing concept to consumer culture, is a culture in which private individuals do not act as consumers only, but also as contributors or producers (prosumers). The term is most often applied to the production or creation of some type of published media.
Content is the information contained within communication media. This includes internet, cinema, television, radio, audio CDs, books, magazines, physical art, and live event content. It’s directed at an end-user or audience in the sectors of publishing, art, and communication. Live events include speeches, conferences, and stage performances. Content within media focuses on the attention and how receptive the audience is to the content. Circulation brings the content to everyone and helps spread it to reach large audiences. It is a process in which anyone who encounters any type of content will go through a cycle where they encounter the content, interpret it, and will continue to share it with other people.
Produsage is a portmanteau of the words production and usage, coined by Australian media scholar Axel Bruns and popularized in his book Blogs, Wikipedia, Second Life and Beyond: From Production to Produsage. Produsage is the type of user-led content creation that takes place in a variety of online environments, open source software, and the blogosphere. The concept blurs the boundaries between passive consumption and active production. The distinction between producers and consumers or users of content has faded, as users play the role of producers whether they are aware of this role or not. The hybrid term produser refers to an individual who is engaged in the activity of produsage. This concept is similar and related to commons-based peer production, a term coined by Yochai Benkler.
Viral phenomena or viral sensation are objects or patterns that are able to replicate themselves or convert other objects into copies of themselves when these objects are exposed to them. Analogous to the way in which viruses propagate, the term viral pertains to a video, image, or written content spreading to numerous online users within a short time period. This concept has become a common way to describe how thoughts, information, and trends move into and through a human population.
Fan activism "lies at the intersection of cultural and political participation". It can involve “forms of civic engagement and political participation that emerge from within fan culture itself, often in response to the shared interests of fans, often conducted through the infrastructure of existing fan practices and relationships, and often framed through metaphors drawn from popular and participatory culture”. It utilizes the enthusiasm and empathy of the fan community to raise awareness of social concerns or otherwise support the ideals expressed by object(s) of the fandom. The rise of fan activism has been attributed to the emergence of new media. A 2012 quantitative study by Kahne, Feezell, and Lee suggests that there may be a statistically significant relationship between youths' participation in interest-driven activities online and their civic engagement later on in life.
Connectivity refers broadly to social connections forged through mediated communications systems. That is, 'since the arrival of the World Wide Web and the spread of mobile communications, mediated connectivity has been quietly normalized as central to a consolidating ‘global imaginary’ One aspect of this is the ability of the social media to accumulate economic capital from the users' connections and activities on social media platforms by using certain mechanisms in their architecture. According to several scholars "it is a key element of social media logic, having a material and metaphorical importance in social media culture".This concept originates from the technological term of "connectivity" but its application to the media field has acquired additional social and cultural implications. The increasing role of social media in everyday life serves as the basis of such connectivity in the 21st century. It shows the interrelations between the users activities on social media and at the same time the empowerment of the social media platforms with the data that was produced by the users and given to those services for granted.
Convergence culture is a theory which recognizes changing relationships and experiences with new media. Henry Jenkins is accepted by media academics to be the father of the term with his book Convergence Culture: where old and new media collide. It explores the flow of content distributed across various intersections of media, industries and audiences, presenting a back and forth power struggle over the distribution and control of content.
Fan studies is an academic discipline that analyses fans, fandoms, fan cultures and fan activities, including fanworks. It is an interdisciplinary field located at the intersection of the humanities and social sciences, which emerged in the early 1990s as a separate discipline, and draws particularly on audience studies and cultural studies.