2009
DOI: 10.1016/j.dss.2009.05.010
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Designing markets for co-production of digital culture goods

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Cited by 11 publications
(13 citation statements)
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“…Are digital skills an outcome in themselves or purely a means to an end, a process by which to gain other skills or qualities and ultimately, long-term improvements in wellbeing? (Wilson & Grant, 2017, p. 57) To analyse and evaluate the digital skills essential in the 21st century, scholars propose theoretical frameworks examining media and information literacy (Wilson, 2012), basic digital skills (Van Deursen, Helsper, & Eynon, 2014), digital competency (Lang, Shang, & Vragov, 2009), digital literacy (Reynolds, 2016), and digital citizenship (Collier, 2016).…”
Section: Measuring the Social Impact Of Digital Youth Work: What Are We Looking For?mentioning
confidence: 99%
“…Are digital skills an outcome in themselves or purely a means to an end, a process by which to gain other skills or qualities and ultimately, long-term improvements in wellbeing? (Wilson & Grant, 2017, p. 57) To analyse and evaluate the digital skills essential in the 21st century, scholars propose theoretical frameworks examining media and information literacy (Wilson, 2012), basic digital skills (Van Deursen, Helsper, & Eynon, 2014), digital competency (Lang, Shang, & Vragov, 2009), digital literacy (Reynolds, 2016), and digital citizenship (Collier, 2016).…”
Section: Measuring the Social Impact Of Digital Youth Work: What Are We Looking For?mentioning
confidence: 99%
“…In contrast to the top–down approach to product conventionalization, transmutation occurs when consumers actively work to change the content and the intrinsic value of a product, or a combination of products, into something different (Hughes 2010; Hughes and Lang 2006; Lang, Shang, and Vragov 2009). The concept of transmutation is found at the intersection of systems science, computer science, business, economics, information science and cultural studies.…”
Section: Literature Reviewmentioning
confidence: 99%
“…The real effort task chosen is a sort of Scrabble game. The idea of using creation of words to mimic innovative activity in investigating FOSS has been pioneered by Lang et al [7], who design a double-auction market for words, inducing demand but leaving players free to make supply decisions. The design here presented differs greatly from theirs, their interest being in market design, while the main focus here is on sequential innovations.…”
Section: Experimental Designmentioning
confidence: 99%