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From Pacman to Pool: Mapping the evolution of User Generated Content

This project aims to evaluate the potential of user generated content and the professional industry’s response to the evolution of participatory culture. It is part of the subject Media Industries 1 in the course Bachelor of Communications Media, RMIT University.

Participatory culture and convergence are fundamentally changing both industry and audience. Audiences are able and want to remix original content; while some producers welcome them, others are unhappy. Gaining an understanding of this is essential in exploring future implications to the industry.

By mapping the success of the gaming industry, this study will investigate viable approaches professional industries can take in utilising user generated content.
Based on findings from researching the evolution within the gaming industry and through analysis of ABC collaborative website Pool, the project will explore the possible future of user generated content in terms of corporations outsourcing them, across alternative media platforms.

Ultimately the aim is to explore the question; How has the gaming industry utilised user generated content to its advantage and can it’s success translate to other platforms?

This research was conducted by Tom Yeoh, Melissa Toh, Shelley Williams, and Ryan Gasparini, 3rd Year Media & Communication students at RMIT University, 2011.

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