Thursday, April 17, 2014

FACEBOOK FRENZY


FACEBOOK FRENZY

Facebook is a social networking site founded by Mark Zuckerberg in 2004 which was originally aimed at university students now however it is used by masses of people all over the globe ranging from all ages, genders and classes. It provides the ability and opportunity to connect with anyone worldwide. As of March 2013 there were 1,100,000,000 Facebook users and 3.44 users added per second providing fresh meat for advertising companies to target. When joining Facebook you have to build a profile which involves giving your personal details such as age, gender, martial status, where you live etc. etc. smartly they also engage you to share your favourite music, TV series, sports, jobs and education. This all has an underlying reason its not just so your friends can check out what you like surely they know that already! It’s for direct efficient and effective advertising purposes. Its like taking candy from a baby. Most of us are probably guilty of not being fully aware of this when we first joined Facebook, I joined like 5 years ago and did not consider it. I started to realize that if I were searching for example clothes from Topshop online, boom the next time I went on Facebook on the right hand side would be links and advertisement about Topshop like latest deals and promotions. Or when I was booking a holiday, loads of holiday companies would appear on my news feed. The ads began to really bug me because even if I was just searching a random thing, it would appear on my Facebook. My friend told me about an Ad Blocker software that you can download which prevents any advertisements on any website that you access. I use ad block and love it!

However this is definitely a problem for Facebook as 92% of their revenue comes from advertisements, they have acknowledged that users are enabling this add on. In 2012 Sara Smith who was Facebook’s online sales operations manager reported that the cause of Facebook's low CTR (click transfer rate) has been ‘attributed to younger users enabling ad blocking software and their adeptness at ignoring advertising messages, as well as the site's primary purpose being social communication rather than content viewing’. So what does the future hold for Facebook? Is it still going to thrive on advertising or are they going to have to verge towards an alternative way of gaining revenue.

To begin with Facebook success was due to advertising as it provided potential advertisers with groups of people to target specifically due to the information users have provided. They were able to promote very successful advertising therefore had constant surge of revenue. However with users becoming aware of ad blocking software the success rate of advertising on Facebook is dropping. However companies and brands can develop ‘pages’ on Facebook in which users can ‘like’ allowing them to keep updated regularly with that particular company/brand e.g. Nike. This keeps advertising fresh as often these companies/brands release competitions online involving you to ‘like’ and share it on Facebook. Therefore spreading and building the companies awareness, although how long will this phenomenon last before users get fed up with advertising being splattered across their newsfeed. It has been released this week that Facebook are in the process of introducing a electronic savings and payment services in a bid to boost its appeal in emerging economies e.g. India and Africa. Check out this link http://www.dailymail.co.uk/sciencetech/article-2604159/Would-bank-Facebook-Social-network-rumoured-planning-electronic-money-services.html.


In my opinion Facebook is an intended social networking site that has turned into an advertising frenzy.




Wednesday, April 16, 2014

Selfie 2.0

The selfie is a self-portrait photo that is quite widespread in social networks today. The history of this type of photography is much longer than one may expect.

The first photo that can be called a selfie was taken by an American pioneer in photography Robert Cornelius in 1839.



With the popularization of photo cameras in 1900s more and more people started taking pictures of themselves in the mirror. Of course, these were usually wealthy people.




With the social networks, particularly MySpace, rising popularity, people started to post their selfies as profile pictures. Those were with the use of flash, in a bad quality and usually taken through the bathroom mirror. Later, with Facebook becoming more popular, those selfies became to be called “MySpace pics”, were considered unprofessional, and were just a sign of a bad taste. 
That could be the death of the selfie. However, it is back.

In 2010s selfie suddenly started to gain popularity again. Celebrities and politicians started to take selfies of themselves. 

David Oriz (professional baseball player) and Barack Obama taking a selfie

In 2013 the word “selfie” was added to the Oxford English Dictionary and was announced as “The Word of the Year”. And in March 2014 the host of the Academy Award took a selfie of herself with many Hollywood celebrities at once. This selfie outraced Barack Obama’s winning 2012  elections' tweet with 4 times more retweets and became a new leader in the number of retweets.



Why do people take selfies and why have they started to do it again after the period of the selfie being unfashionable?
Experts say different things. When it has just begun, it was an interesting experience. You could take lots of shots, see how you look from different angles without any shame in front of the photographer. Later, with social networks becoming popular, everyone needed a photo, and the easiest way was to take a selfie, as most of other older photos were probably not digital, but on the film.

But what about now? When the world of photography became much more accessible, so that you can buy a professional photo camera or rent a studio for a professional photographer to make a whole photosession of you? The easiest explanation is that selfies are for those people who do not like how other people take photos of them. When taking a selfie, you are making a composition by yourself, catching the best smile, doing as many shots as you want and in the most attractive pose. What is more, selfie is considered less glamorous, without pretending you are a model, just humble and easy. 
However, some people may disagree and say that it is more a vanity act, boasting your life in front of the others, catching the best look to make your friends jealous. 
And finally, some people claim that a selfie is way of self-expression, trying to share the extraordinary atmosphere they are now. They say a selfie has become an analogue to an instant message, telling friends where you are, what you do and how you feel much beter and faster.

All these thoughts may be true.

And the world around us seems to become more and more selfie-friendly. Mobile phone producers are constantly improving the quality of their front cameras, giving us an opportunity to take better selfies. No one will consider you weird, if they see you out on the street taking a selfie in front of the Coliseum. 



Companies are even starting to produce special machines to make taking selfies easier! iStrategyLabs recently introduced their S.E.L.F.I.E. (“The Self Enhancing Live Feed Image Engine”) that enables you to take selfies hands-free with the use of a special mirror.  





Also, more and more people may be seen with GoPro cameras on sticks taking selfie-videos and photos of themselves. As the GoPro is made specifically for using in extreme locations, the selfie phenomenon now has traveled to all the most beautiful and unique places in the world: mountaints, forests, underwater, historical places and winter Olympics.



Lots of people in world do it. And even a monkey stole a GoPro camera, ran to the forest and shot a selfie video of itself.




Making this long way through the centuries, selfie changed its roles in different times. And today it came back in a completely new form. With technologies becomeing advanced and accessible we can take a camera to more and more unique places, sharing our experience. Sefie is becoming our way to express ourselves, telling the world how deep you can dive and how high you can climb. 
With the life becoming so fast, when there is only one special moment that you can catch, why not make a selfie and tie your life, your experience, your history to that moment? Selfie is back, and it’s beautiful.

Macaca nigra taking a selfie


Tuesday, April 15, 2014

When New Media became a weapon against pedophilia

An non-governmental organization (NGO) in Netherland created a virtual little girl to identify pedophiles. This trap was pretty successful; more than 1000 “sexual predators” were identified. The virtual technologies progress and the interactivity of new media allow us to develop efficient weapon in the war against criminal activities such as pedophilia. On the other hand the significant degree of freedom offered by new media makes the expansion of malicious intents uncontrollable. This freedom depicts the paradox within the media framework.

The virtual little girl is called is Sweetie and she is 6 years old. She was virtually created and therefore she does not exist. When the picture of her were posted on the web, the trap was extremely efficient. A lot of people with pedophilic tendencies tried to contact her. The NGO collected the addresses and phone numbers of the people who tried to get in touch with Sweetie and transmitted their identities to relevant authorities like Interpol.

Sweetie, the virtually created little girl
       Virtual technologies are not only useful for cinema or video-games. The development of virtual reality gives now the possibility to create people which seem to be surprisingly real. The virtual creation makes it almost real and therefore it becomes increasingly difficult to recognize whether the person is real or virtually created. The technological progress and the omnipresence of the new media in our life are today the components of efficient weapons against criminality.

       It was presented and proved long time before Mass media had real effects on the behavioral development and well-being of children. New media has a relevant educational role for children. On the other hand, as new media grows in an exponential way, the children are always more exposed to unappropriated contents. This makes them more vulnerable, particularly on the web. Pedophiles take advantage of this vulnerability. There is a high correlation between the time spent on internet and the risk of children being exposed to such dangers such as pedophilia.

           The development and easier access of the web can be seen as dangerous from such perspective. The particular interesting aspect with the creation of Sweetie is that the authorities change their strategy and try to go one step further ahead to catch criminals. The police use tactics such as being undercover to catch and arrest criminals.

           Nevertheless the “sexual predator’s hunt” becomes more difficult through the increasing development of social network. Pedophiles take advantage of the large interactivity’s level of communication and the low degree of regulation on the social networks. The mechanism is very obvious. People with bad intents create a network account with a wrong identity. Then they try to form close friendship with children. It becomes more difficult for the authorities to identify the pedophiles.

         It is easy to see that new media increase interconnection between people. People with common interest can find each other more easily, develop network and create a community. When it concerns football or TV series it does not constitute a real threat for vulnerable people. Unfortunately mass media may bring together people with bad and strange tendencies and encourage the creation of network by initiating organized crime. As a consequence pedophilia is no more isolated, but organized. We can see two direct consequences. First the danger for children is higher and secondly it becomes harder for the authorities to detect this network which becomes increasingly organized. So far Sweetie may be an efficient tool for a limited amount of time. When some criminals are caught through this process, they distribute the information in the network. Consequently the efficiency of the trap decreases. Thus the fact that the existence of Sweetie was broadcasted shows us that this instrument will become inefficient.

            Finally Internet is universal but the law systems are not. Each country has its own criminal law. First to stimulate infraction through stratagems process is in some countries illegal. Secondly the proof can be only verified by the authority which is designated by the law. Concerning our case the NGO may not constitute a relevant one.


Monday, April 14, 2014

Doge Meme: Very Popular Much Wow So Trend

      
        Since few months, the Internet have seen a new “meme” taking over multiple humoristic websites. After the huge take over by the cats, it was time for a new pet to show up. Its name is nothing more than Doge. This Doge Meme, has it is called, is composed by a Shiba Inu dog (Shibe), and with text, most of the time in an approximate english, written in Comic Sans Ms font in the front of the picture. It is easy to recognize the meme, especially because it is formally characterized by simple expressions, in a "subtly inappropriate" way, with a regular use of adverbs like "many", "much", "such", "very" ou "so", to a name or an adjective. The added text is supposed to reflect the shibe's inner thought process about the world around it.


       In June 24th, 2005, in an episode of Homestar Runner's puppet show, the term Doge is for the first time use. Actually, it's just a misspelled version of the word "dog" that we can see in the episode “Biz Cas Fri 1” where Homestar calls Strong Bad his “d-o-g-e” while trying to distract him from the work he is doing. But it's was only years later, in 2010, that the Doge Meme fund a face and that the misspelled word was mentioned on the website Reddit.  


       For the original picture, it come from a japanese kindergarten teacher, Atsuko Sato, who rescued Kabosu, a Shiba inu dog, from a puppy factory. She starts to upload its picture in her personal blog. The most popular is the one where Kabosu is sitting on a couch while glaring sideways at the camera with raised eyebrows. 


       After that, it's the humoristic platforms Tumblr, Reddit and 4chan that made the meme grown in popularity. Most meme creators photoshop the shibe into other photos, or they go straight ahead and paste its face onto other characters, people, animals or objects and it's mostly what had led the meme to become a real phenomenon. According to Google Trends, the popularity have been increasing a lot since november 2013 and it keeps rising. Google have even created an easter egg for “doge” in the Youtube's research bar. And finaly MTV have listed, the doge meme, number 12 among the “50 things that the Pop Culture have brought us” in 2013.


        Fortunately, the phenomenon is not stopping here and have found a new way to expand. That's how on December, 8, 2013, the dogecoin was introduced. The symbol is the portrait the most used of Kabosu, surrounded with the sentence " very currency wow much coin how money so crypto plz mine v rich ". The crypto currency was created by the programmer Billy Markus frm Portland in Oregon, who hoped to create a fun currency that could reach a broader demographic similar to Bitcoin and its derivatives. In December, 2013, more than 20 millions of doge-coins are imitated, for a 12 000-dollar exchange value. On February 18th, 2014, the doge-coin had an exchange value of a tenth of penny. The purpose of the Doge-coin is to be exchange for goods and services among the participants. For example, the Doge-coin community and foundation have encouraged fund-raising for charities and other notable causes. On January 19, 2014, a Doge-coin fund-raiser manage to raise $50,000 for the Jamaican Bobsled Team, who was qualified, but dew to a lack of money, could not afford to go to the Sochi Winter Olympics. A proof that even the silliest idea at the beginning can become something great.  


Raphaelle Meillat

Thursday, April 10, 2014

New Media: A new framework for traditional forms of terrorism


How to define terrorism? From a pure etymologic point of view, terrorism is the action of creating terror using violence or threat. “Terrorism is theatre” noted Jenkins in the 1970’s. For this purpose New Media could be a transmission channel of great importance. Terrorists learnt how to use New Medias to serve their goals, to define a counter-culture, and to redefine terrorism.



The first dimension new media bring to terrorist actions is the speed of information. Basically, with all the connections established by new media, terrorist found the best way to threaten the whole world by one action. For recruitment it offers new platform to touch a new public (for example some French teenagers enrolled for jihad in Syria after consulting blogs).  Through the internet, terrorist groups found a door to connect with a new public because of the participatory dimension of new media. Terrorism does not attract just a bench of rebels in distant countries but address its message to the whole connected world. The propagation speed depends on the media or the network used by terrorists. For instance a report from Simon Wiesenthal Center (a think tank working on human rights) noted that Twitter is most prone to propagate hate and terror than other networks. The work to remove terrorist contents from their platforms is not as intense as on Facebook. Moreover the news-turnover is faster on Twitter than on other networks. As a consequence Twitter is less controllable and easy to use for terrorists. Social networks are really to terrorist news diffusion, because of the news turnover it involves and this lack of control (Hezbollah principally uses his Facebook page to diffuse news and ideological messages, a lot of videos broadcast by Youtube…).

To adapt to this new action, counterterrorism uses the internet network as the first source of information. It raises the issue of civil liberties and counter terrorism appears as the main justification of private life violation. The news diffused by terrorist groups are tracked and analyzed. As a consequence, the groups diffuse enough information to terrify but avoid place identification, or hints to break their activities.


In order to use these new connections efficiently, terrorists use new media as a mean for their actions too. New Media are not just a mean of terror propagation but a mean of action too. We can notice that Facebook was used by Hezbollah to attract Israeli soldiers and kidnap them. Tv broadcast systems are targets of attacks too (for instance the attacks of al-Ikhbariya Tv channel in Syria on december 2013.

New media also change the targeting strategy of the terrorists. As theatre, terrorism adapts its action to the new of propagation it has. A double-game is played between media and terrorism as media need spectacle to broadcast and terrorist give them one of the most impressive ones and need a way to spread the terror (as a goal of their activities).

          Moreover this double-game is hard to catch. Terrorists are depicted as enemies by the media and the whole society. As a consequence new media forms (social networks, participating blogs…) are sometimes targets for terrorism and its mediatized new form: cyberterrorism. The ambiguity between new media and terrorism is there. With the arrival of new media, terrorism is not just a spectacle for tabloids but takes part in the media system. 


               
But why are terrorist activities on the front of the stage? New Media created a new system of social recognition by their participatory nature. As they spread terrors and involve more reactions, terrorist actions are more likely to create a buzz than any other news. Terrorism benefits a lot from this sensationalism. The danger it creates is over estimated by a lot of people because of its random targets. Moreover the attacks are often mystified: TV broadcast blurred video, ask expert about details and so on. The culture created by new media (films, videogames…) depicts terrorism as the supreme enemy. As a conclusion, this supreme enemy benefits a lot from this mystification of his action in term of recognition and social construction, involving more barbarity in the action to match with new media demand. 

Tuesday, April 8, 2014

Geek, a convergent culture?

Authors and geek culture fans, a new relationship between producers and consumers?

In the current mass culture , some authors are first and foremost in fans ' gender ' ( science fiction, fantasy ... ) and on multiple media (film, TV , comics , video games ...) . This is related to the emergence of a movement of " multi- media " fans and avid ICT that its members call " geek culture." Some of these " authors - fans " as Sam Raimi and Quentin Tarantino are among the most powerful cultural industry . They create , affirming their membership in the community , a special relationship with these geeks, involving implicit in their creations and arise before being artists in simple fans who have succeeded.
This movement is perceived as a marketing posture for  fans or he creates a form of identification to face this success of individuals posing as resembling the basis of their public?

Geek : the stereotype generational cultural movement.

We must first clarify what is a Geek.
In the nineteenth century the United States a geek was a sort of freak , a subspecies of freak . Then in the 1970s , the term began to designate stereotypically computer enthusiasts , new technologies, but also (which has long been ignored in France ) imaginary worlds such as can be found in the genres science fiction, fantasy and fantastic. This also coincides with the rediscovery by American students of Tolkien's book Lord of the Rings will be the reference to the first role-playing games , with the emergence of video games, and with the huge success of the Star Wars trilogy . This convergence of almost simultaneous elements gives rise to the stereotypical geek, fan of multi- media type that uses his passion for fantasy worlds , all possible media without distinctions between old and new media .
It is a culture of such works which navigates between mass and sub- cultural aspects of a culture fans. But it is this recent generation of fans to see the emergence of new forms of cultural consumption that would be most able to apprehend it .
Geek culture is , in the words of American sociologist Henry Jenkins that of cultural convergence. This concept can be divided into two main parts .
The first is that the producers of works , cultural industries and the authors themselves facilitate the transition between media, creating works very referenced trans- textual , often considering their creation not only as a television , cinematographic , literary  but as a whole, a multi- media world .
 A typical example is the Matrix , which was not intended by its authors as a movie but as a work , a cross- media world , in which the video game brings many element to the story movies the comic book series , or the animated shorts released following .
The second part of the cultural convergence that is to understand , it takes a particular audience , attentive, meticulous, short of fans. In the context of cultural convergence , the general public may have access , as is the case for Matrix to all elements , but only the multi- media fan, geek, will bring together all elements extending his pleasure immersion in the universe and will stand out from the mass knowledge that enable it to detect more references than the average public.
Prior to culture , the geek is a stereotype , that is to say, a social representation about a group. It thus represents the stereotype of fan culture genre, science fiction, fantasy , at the convergence of new media, digital and virtual , knowing that it was born precisely according to Jenkins in the soil of fans of the genre.



Purpose and Methodology :

The object here is the relationship between authors and fans in the culture of contemporary genre. Indeed, for several years , many authors , belonging to the generation born in the 1970s and steeped in the culture of multi- media genre emerged. They clearly claim the geek culture, and create a strong bond between them and the fans because they play on their membership in the community before being authors .




Authors and fans transmedia intertextuality, works under the influence :

As a concrete example of " convergent " effort to get to the fan -author report. The film 300 is considered as the "new high monument geek alongside Conan the Barbarian and Lord of the Rings ."
The aesthetic of the film is inspired by the author of the video games. This work is apprehended with all its cultural baggage . The film work is so appreciated largely by its relationship with other media. Thus, unlike George Lucas or Tolkien, creators of the seminal works of geek culture, " Zack Snyder is a real geek and he assumes ." the author, in many interviews talks about his cultural references, the fan side and defines himself as geek. Another user on his blog adds: " Snyder is a fan of comics , video games and film genre , it feels and it's good! " .
These authors say in their speeches and their belonging to this cultural movement but they also claim their works often saturated transmedia intertextuality .
These authors have clearly stated this geek identity and no longer see themselves only as authors but as truly converged fans.
Fans authors and intertextuality they produce, manufacture of Community link in establishing the criteria for recognition and belonging. They spread their references , which become a must. Their works are sociabilisantes and establish codes of belonging.
These films seem to be a way to build the collective through a community member who has succeeded and is therefore legitimate to judge what is geek or what is not . In addition, these authors claim to be very attentive to the opinions of fans , Peter Jackson explains : "My only ambition is to honor the works in accordance with the fans ."
 Two elements are to be learned from this passage , first of all the fact that the director is not conceived as a creative but above all as a person who must honor the works . Here we find the convergent approach to culture , it is a fan that finally made only accompany the passage of the work from one medium to another, fading behind her. Second element , its primary goal is not to satisfy the public , but fans obviously fundamental nuance . We find this type of discourse in about Joss Whedon : " I ​​prefer to do a series for 100 fans who watch to 1000 without too much attention." The fans are priority , the rest of the public is secondary . Referring to fans and asserting itself as such, these authors removed the distinction between author and public.

The power of fans :

The influence of fans on new writers and producers is very present in the descriptions of the geek culture.
On first view , these authors do not care about the opinion of the fans, but are just fans . That is to say, they take into account their own opinion. "They do not make movies for the fans, they are fans of movies . there is no influence but merely a co -membership
For users , this is not the industry that goes to the fans , but fans of that influence from within. So if we follow this reasoning , the influence of fans on the production would not be in the fact that these authors seek at all costs to meet the fans, but just by the choice of major studios entrust their creation.
The second approach is that of a real influence, displayed, externalized . This time it's the real fans intervention that produces the feeling of power. The claim is prior to the mass distribution. Internet greatly facilitates this phenomenon since the slightest rumor circulating in blogs and forums blogs mailing lists is reinforced denied, commented.
The statement made before the general public can have access to the object, integrates made ​​geeks, this highly specialized in the production process public. And " Geek is very concerned about its culture and will do everything in its power to ensure that the art is consistent with what he expects ." It ensures the smooth running of cultural production , waiting for authors to abide by its guidelines . We pass by a power over the form of the creation itself .
 The first approach is to support the creative side to the industrial culture, the second is a distrust of both.
A good example is the movie Snakes On Plane released in 2006 . Originally, it is a project initiated by a wave writer on his blog. He says he wants to make a movie with snakes on a plane without even accurate history or title . Almost ridiculous simplicity of the idea, some fun fans who frequent the site , they spread the rumor of the project. Gradually many movie fans "Series B" seize and invent replicas as flat as the synopsis as "Fuck , there's fucking snakes in the fucking plane." They also create false posters, on which include the title " Snakes on a plane " and famous actors for their participation in numerous films "cults" So this emulation observing that the media often call " buzz " producers have just hired Samuel Jackson , kept the title " Snakes On Plane " which was not that originally envisaged , integrated replication mentioned above the film , added more gore scenes were inspired posters fans for their official poster . The film was to be a large public action film becomes a B horror series meets the codes of the genre , highly referenced and totally influenced by the fans of the genre.
Affirm a geek power, can build a community link. Indeed, if the geeks have a real influence, they influence decisions , this implies that they form a sufficiently large and homogeneous group to become a form of lobby and this through the internet. Prove the reality of this social force , proves at the same time the existence of the group as such . If geeks were able to impose their action lines in a movie , so that they do exist as a social group in its own right . The influence of fans on the industry appears as a means to establish , build the contours of this culture and this community

Conclusion : Sustaining subculture :

It seems interesting at this stage to use the theories of Antoine Hennion on what he calls the underground.
He defines it as a medium, a social group to which the link is the artistic creation and whose main characteristic is that the public and the creators have very similar social traits . It thus seems that these authors and these fans try to extend the maximum effect in a kind of cultural , an underground that still has the characteristic of being accessible to all.


Monday, April 15, 2013

Coursera: How online education works today. A short description.


Long gone are the times when education was provided through school and universities, where physical attendance was necessarily needed. New Media devices and software carry knowledge and education into people’s homes and work places all over the world. 

Nowadays, educational systems and culture of learning are at a stage of development. The shape of education transforms beyond formal schooling, due to the effects of new media.  Knowledge can just be a click away. The internet offers a broad spectrum of non-commercial and commercial wikis, dictionaries, online-advice communities, forums, online archives (e.g. Ubu ), and  learning platforms, (e.g. Open Culture ). Among the colourful diversity of online educational resources, I will introduce shortly before its first anniversary a growing online learning environment: Coursera; a site that puts up open access to university classes to the World Wide Web.

Coursera was launched on April 18th 2012 and currently embraces more than 370 courses offered by 62 widely acknowledged universities. Basically, it is a sample of lectures, divided into brief videos of 10-25 minutes with added questionnaires and quizzes. Similar to ordinary lectures the courses have a start date and a weekly proceeding by means of updated videos, integrated readings and regular requirements. For testing created an own account and experienced that the lectures of Coursera got a workshop and seminar character, where the user's active participation is necessarily needed.

The design of Coursera follows the MOOC's  principles of interactivity and connectivity between users. Hence, the ability to follow lessons and to carry out requirements is strongly linked to the necessity of consulting with other users also known on the web-environment as Courserians.
These principles bear rudimentary signs of participatory culture, a term coined by Henry Jenkins and collective intelligence, coined by Pierre Lévy. The emerging phenomenon of participatory culture is caused by new media that shifts the roles of passive consumers and spectators into active users and participants.  A performance of spectators arises and Coursera utilizes its dynamics and the play of its users to generate an in-class effect and collective learning process. 

Two noteworthy examples are documented on the platform's blog. Therefore, you can take a look here  and here. In the case of an Iranian students group and “The Learning Café” in Ohio, Coursera evokes a gathering of peers that undergo the learning experience collectively. Both are small networks of people, who are concerned with the same problems and contents during the course. The individuals of a peer encourage each other to stick to the courses and enable the individuals to fulfil the requirements and course homework by discussing the topics and sharing their knowledge, ideas and opinions. An individual possibly couldn't successfully end a course on his/her own.

But are the Courserians really participating in the learning environment? Nico Carpentier differentiates between audience participation and interactivity. Taking into account the conditions of Coursera, the use of the term of participation is questionable. On the surface, participation and interactivity seems to be the same thing, but in the end they differ in their impact on the development of the learning environment. Coursera provides space for interactivity within a limited framework, for instance in forums and online quizzes. In other words the Courserians have no chance to influence the online learning environment itself.  Their activity is just valuable for their own learning progress.

But it is needed to mention that the blog enables users to post suggestions that concern user friendly design and give the website providers feedback, the user is still taking a very limited part in conceptualizing and creating the Coursera environment.

Slow beginnings of participatory culture within online education are noticeable; however, they remain in limited fields. The significant improvement concerns the outreach of online learning environments like Coursera, which are globally open to educational advantaged and disadvantaged classes. Coursera has currently more than three million registered users and the number is still growing. It is worthwhile to observe the consequences of the growing mass and an emerging participatory culture on the future formation of education. 

Christina Leichtling