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TCC 2009: Digital User-Generated Content and Our Emerging Digital Literacy

my live notes for TCC 2009

Digital User-Generated Content and Our Emerging Digital Literacy

by Elizabeth Fanning, The University of Virginia

Digital User Generated Content
– modding; change graphics or storylines for games
– video mashing, machinima, create other tools to develop stores
– facebook to creatre user generated content
– repurpose things to make their own message
– YouTube
– mashup in search box
– stars rating, comments on videos
– people do this because: 1991 (Gergen) we all have different identities for different technologies; do it for connection, membership with community; allows us to explore different identities not sure of the researchers name

– digital storytelling
– games
– use it for reflection and to tell stories
– are we really understanding each other?
– what kind of information can we develop for meaning-making
– Three sections looked at in study:
– Facts, feelings, expectations

The Sims 2
– used this for the study
– simple to use
– commercial game; characters, framework for storytelling; document user experience (upload it online and share with others)

– trained 6 people to create stories in Sims 2
– asked the 6 people to answer a series of questions about their stories
– stories were about their real home life or make up one if not comfortable sharing their real life
– facts, feeling, and projections
-apartment or dorm?; what did person do in that space?; what person like to continue to live there?
– Male created digital story – male & female content reviewer
– femail created digital story –
– content reviewers reviewed the stories and answered the same questions about that story
– Digital movies
– did not train anyone on how to create these movies
– instead went to sims community and took two movies from community and asked content reviewers the same questions from sequential narratives

Data Analysis
– compare content creators & reviewers
– further analyzed by gender (women understood women better, etc.)
– reviewers generally agreed with creators about intent of stories

– study done in English
– regardless of gender of story creator, the story reviewers were not able to guess the age or gender of creator (not something that they were looking for but came up during data analysis)
– can be really be anonymous when creating the message, pertinent when dealing with personal issues


– look at a larger, more segmented sample
– only adults, not all game players or played Sims before
– need more different types of user generated content

– she said this too fast for me to understand what this section was supposed to be about

Application as a Learning Tool
– student generated content is using to measure learning outcomes
– supports collaboration and knowledge building
– achieve digital literacy

Additional Study
– Second Life – we can create the space but we can’t be clear if they’ll come
– (for car company) find the people who are interested in different content; ask people who are already in SL to find out what they want in that space; people were driving the storyline but e-producer provided the direction
– people don’t want to be lead through the nose in a storyline but be the driver of the storyline

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