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M ore t h an any ot h er sect or, CCI h ave • Commu nit y : S ocial net w ork s h ave “ b inge- view ” sh ow s b ack - t o- b ack ) . O nline radically rest ru ct u red in response aided t h e emergence of a commu nit y - mark et ers are u sing gaming t ech niq u es t o t h e omnipresence of t h e int ernet b ased digit al economy , in w h ich called _aeification! to attract and `old and t h e new consu mpt ion pat t erns it friends may b e more t ru st ed t h an au diences — w it ness t h e su ccess of social enab les, resh aping b u siness models and t radit ional b rands and media. video- game- view ing plat forms su ch cont ent creat ion processes. S ix feat u res • Involvement : Cont ent needs t o move as T w it ch — and view ers can enh ance st and ou t : from “ offer” t o “ engagement ” in t h eir ex perience of live event s b y • Ab u ndance: T h e ab u ndance and order t o su st ain relat ionsh ips. S ocial simu lt aneou sly sh aring t h eir react ions immense diversit y of cont ent is net w ork s cont rib u t e t o t h e produ ct ion, via second screens and social plat forms. now t ak en for grant ed b y t oday ’ s diffu sion and mark et ing of cu lt u ral and ile,o< Eoviehlep 2 0 0 6 2 0 0 7 2 0 0 8 2 0 0 9 2 0 1 0 2 0 1 1 2 0 1 2 2 0 1 3 2 0 1 4 2 0 1 5 | *. Cultural times L`e Õrst _dobad eah o^ cudturad an\ creatine in\ustries

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