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Inclusive technologies, selective traditions: a socio-material case study of crowdfunded book publishing

机译:包容性技术,选择性传统:众筹图书出版的社会物质案例研究

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The number and scale of crowdfunding platforms has increased dramatically in recent years, arguably more so than any other open phenomenon. This increase has allowed several crowdfunding websites to capture significant public attention, e.g. Kickstarter, Indiegogo. Yet, the growth of these specialist websites is only one aspect of the increasing popularity of crowdfunding technologies. Another, less-commonly discussed development is the propagation and integration of crowdfunding technologies into novel hybrid or proprietary production contexts, such as t-shirts (e.g. Threadless) or video games (e.g. Star Citizen). Such integrations are to be expected as crowdfunding technologies grow and evolve. However, they also present new challenges for managers and system designers, as the manner in which different features of crowdfunding technologies are enacted becomes decreasingly predictable the more their application domains diverge. This study performs a socio-material case study of Unbound, an innovative book publisher based in the UK. Unbound uses crowdfunding technologies to help authors raise the funding necessary to publish their books. However, once this funding has been reached, Unbound assumes more typical publisher responsibilities, such as editing, printing, binding, shipping, and promoting these books. Findings from Unbound identify four categories of socio-material practices in this hybrid model, each of which contains multiple sub-practices enacting different material features. This includes practices for fundraising, practices for maintaining traditional publishing standards, practices for creative contribution by backers, and practices for motivations. Further, tensions are observed for each of these categories of practices, due to the conflicting demands for inclusivity and selectivity associated with crowdfunding and publishing, respectively.
机译:近年来,众筹平台的数量和规模急剧增加,可以说比任何其他开放现象都多。这种增长使几个众筹网站吸引了公众的广泛关注,例如Kickstarter,Indiegogo。然而,这些专业网站的增长只是众筹技术日益普及的一个方面。另一个鲜为人知的发展是将众筹技术传播和集成到新颖的混合或专有生产环境中,例如T恤(例如无线程)或视频游戏(例如,Star Citizen)。随着众筹技术的发展和发展,有望实现这种集成。但是,它们也给管理人员和系统设计人员带来了新的挑战,因为众筹技术的不同功能的实现方式随着其应用领域的差异越来越大而变得越来越难以预测。这项研究对英国的一家创新型图书出版商Unbound进行了社会材料案例研究。 Unbound使用众筹技术来帮助作者筹集出版书籍所需的资金。但是,一旦获得这笔资金,Unbound将承担更多典型的出版商责任,例如编辑,印刷,装订,运输和宣传这些书。来自“未绑定”的发现确定了此混合模型中的四类社会物质实践,每个类别都包含具有不同物质特征的多个子实践。这包括筹款活动,保持传统出版标准的活动,支持者进行创造性贡献的活动以及动机的活动。此外,由于与众筹和出版相关的包容性和选择性的需求相互冲突,因此对于每种类型的实践都存在紧张关系。

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