Genres of “Amateur” Content Production


As well as writing up my Masters thesis, I’m putting together PhD proposals (targeted to the research interests of various universities) on the topic of vernacular creativity and new media – the current version is here if anyone is interested.

In trying to work out the areas I might select as case studies, I’m putting together a list of genres that seem to be particularly active sites of vernacular creativity. That is, active in terms of the production of content, in terms of dynamic social networks, and in terms of their importance as key markets for software and hardware developers.

I’m very well aware that genre blending and mutation is very much a part of the way creativity works, particularly online – so making a list of discrete genres might seem a bit beside the point, but it’s a start:

  1. bedroom music production – a PC, a pair of headphones and some cheaply bought (or cracked) software can be used to produce dance tracks in a matter of hours (or weeks, if the pleasure is derived from the process rather than the product) and uploaded in seconds to any number of web portals for “independent” music distribution. Electronic music lists and bbs are overflowing with vernacular producers who discuss gear and give or receive advice.
  2. blogs – the obvious one. won’t insult my readers’ intelligence by explaining how important blogs have been to a shift in notions of professionalism/amateurism
  3. photography – like the bedroom dj, the “amateur” photographer is vitally important to hardware and software producers (and ancilliary areas like magazine publishing). The combination of cheap digital cameras, more sophisticated “consumer” level imaging software, better connection speeds and the fotoblog has shifted things into high gear, though, and the professional photography world is feeling the heat in a big way.
  4. illustration/cartooning/zines – I would obviously be quite mad if I didn’t find a way to work Jenny Everywhere into the thesis. Open content is an important aspect of creative networks that are unconstrained by professionalism (i.e. IP becomes a different ballgame when nobody is making money out of it).
  5. Filmmaking – ifilm was an interesting experiment in the possibilities for independent filmmakers (perhaps armed only with an idea and a handycam) to distribute their work (although similarly to mp3.com, the “amateur” producers have been sifted to the bottom and Hollywood is now used to lure the punters)…possibly doesn’t work as well in terms of creative networks, or open content, but I’m yet to really check it out.
  6. gaming obviously can’t be ignored, and is a key to more new media literate definitions of creativity, definitions that are more process-oriented and recognize interactivity, and that aren’t tied to the producer-product-consumer model

Suggested additions welcome.