Hi Yosem, I am writing about this for my thesis atm. I am writing about SL but have been researching User C reated Content in general. So here is a list of things to get you started. Ondrejka's one is excellent. Au, W. (2010). 50 Second Life Avatars Grossed US$100,000+ Each From the Second Life Economy in 2009! New World Notes. Retrieved February 1, 2011, from http://nwn.blogs.com/nwn/2010/01/the-big-sl-50.html Bakshy, E., Karrer, B. & Adamic, A. (2009). Social Influence and the Diffusion of User-Created Content. In Proceedings of the tenth ACM conference on Electronic commerce (pp. 325-334). Stanford, CA. Bartle, R. (2004). Designing Virtual Worlds. Berkley, CA: New Riders Publishers. Bell, M., Castronova, E., and Wagner, G. (2009). Surveying the Virtual World: A Large Scale Survey in Second Life Using the Virtual Data Collection Interface (VDCI). Retrieved February 1, 2011, from http://ssrn.com/abstract=1418562 Boellstorff, T. (2008). Coming of Age in Second Life. Princeton, NJ: Princeton University Press. Bourke, P. (2009). Evaluating Second Life for the Collaborative Exploration of 3D Fractals. In Computers & Graphics, Vol 33/1. pp. 113-117 doi:10.1016/j.cag.2008.08.004 Castronova, E. (2007). Exodus to the Virtual World: How Online Fun is Changing Reality. New York, NY: Palgrave Macmillan. Cox, R. & Crowther, P. (2008). A Review of Linden Scripting Language and its Role in Second Life. Paper presented at ICCMSN, Dunedin, New Zealand. Dastar Corporation vs. Twentieth Century Fox Film Corporation 539 U.S. 23, 35 (2003). Doctorow, C. (n.d.). Makers: Download for Free. Retrieved February 1, 2011, from http://craphound.com/makers/download/ Dornan, A. (2008). The Five Open Source Business Models. InformationWeek. Retrieved February 1, 2011, from http://www.informationweek.com/blog/main/archives/2008/01/the_five_open_s.ht... Fiesler, C. (2007). Everything I Need to Know I Learned from Fandom: How Existing Social Norms Can Help Shape the Next Generation of User-Generated Content. In Vanderbilt Journal of Entertainment and Technology Law (pp. 729-762). Finer, J. (2004). Download Revolution. The Guardian. Retrieved February 1, 2011, from http://guardian.co.uk/comment/story/0,,1260735,00.html Meadows, M. (2008). I, Avatar: The Culture and Consequences of Having a Second Life. Berkeley, CA: New Riders. Ondrejka, C. (2004). Escaping the Gilded Cage: User Created Content and Building the Metaverse. In New York Law School Law Review - 49 2004/05. Pfahl, M. (2001). Giving Away Music to Make Money: Independent Musicians on the Internet. First Monday, vol 6. no. 8. 4 July 2005. Retrieved February 1, 2011, from http://firstmonday.org/htbin/cgiwrap/bin/ojs/index.php/fm/article/view/1454/... http://catb.org/~esr/writings/magic-cauldron/magic-cauldron.html Regards, Morgan Leigh PhD Candidate School of Sociology and Social Work University of Tasmania On 11/08/2011 8:57 AM, Yosem Companys wrote:
Hi All,
There's a lot of research that shows that only 1-10% of people in online communities and social networks create content. Is there any research that shows who these people are, what do they make, and so on?
Thanks,
Yosem _______________________________________________ The Air-L@listserv.aoir.org mailing list is provided by the Association of Internet Researchers http://aoir.org Subscribe, change options or unsubscribe at: http://listserv.aoir.org/listinfo.cgi/air-l-aoir.org
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