The Digital Economy

The Digital Economy
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Boasting trillion-dollar companies, the digital economy profits from our emotions, our relationships with each other, and the ways we interact with the world.<br /> <br /> In this timely book, Tim Jordan deftly explores the workings of the digital economy. He discusses the hype and significance surrounding its activities and practices in order to outline important concepts, theory, and policy questions. Through a variety of in-depth case studies, he examines the areas of search, social media, service providers, free economic activity, and digital gaming. Companies discussed include Google, Baidu, Uber, Bitcoin, Wikipedia, Fortnight, and World of Warcraft. Jordan argues that the digital economy is not concerned primarily with selling products, but relies instead on creating communities that can be read by software and algorithms. Profit is then extracted through targeted advertising, subscriptions, misleading 'purchases', and service relations. <br /> <br /> <i>The Digital Economy</i> is an important reference for students and scholars getting to grips with this enormous contemporary phenomenon.

Оглавление

Tim Jordan. The Digital Economy

Contents

Guide

Pages

The Digital Economy

Copyright page

Acknowledgements

1 The Meaning of the Digital Economy. Hype and #Hyper-hype

The Digital Economy as Seen Through the OECD and Market Values

Digital Economic Practices and the Problem of Definition

Digital Economic Practices

Plan of the Book

Notes

2 Search and Advertise

Googling as an Economic Practice

Search as an Economic Practice

Community, Trust and Privacy

Notes

3 Social Media: The Industry of Beauty, Wonder and Grief

Facebook

The Industry of Beauty, Wonder and Grief

Social Media Economic Practices

Note

4 Taxis, Beds, Blockchains and Disintermediation

Uber

Airbnb

Blockchain Technologies

Conclusion

Notes

5 Free Stuff: Economic Practices Without Profit. Profit or Not?

Free Software

The World Wide Web and the World Wide Web Consortium

Wikis and Wikipedia: Economic Practices Without Economy

Conclusion: Economies and Commons

Notes

6 Warhammer, Warcraft, Just Plain War: Online Games and Digital Economic Practices. Gaming as a Digital Economy

MMOGs

All the Other Games

Conclusion

Notes

7 What We Think We Know About the Digital Economy: Profit, Labour, Production and Consumption

Profit, Rent, Debt, Exploitation, Value

Free Labour

Produsage, Playbour, Prosumerism, Co-evolving Co-creation

Conclusion: Important Faulty Concepts

Notes

8 The Digital Economy. Models and Modelling

Two Causations in the Digital Economy

Digital Economic Practice

Conclusion

9 Principles for Digital Economic Policy

Jurisdiction and Digital Economic Practices

Tax and Digital Economic Practices

Labour and Digital Economic Practices

Commons and Digital Economic Practices

Conclusion

Notes

10 Digital Economic Practices and the Economy. Digital Economic Practices and Capitalism

The End

References

Index

POLITY END USER LICENSE AGREEMENT

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TIM JORDAN

I had further and essential help from a wonderful network of scholars I meet at conferences, seminars, dinners and more; unfortunately there are too many to name but my thanks goes out to them all. The Society for the Advancement of Socio-Economics’ annual conference, the Centre for Digital Culture at King’s College London, and the Klein School of Media and Communication at Temple University all offered a chance to present my ideas about the digital economy, and the discussions at each were very helpful.

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Practices are the repeated actions taken to construct everyday life-worlds, or what Schatzki calls ‘a nexus of doings and sayings’ (cited in Reckwitz 2002: 250). While practice as a concept is often closely associated with Bourdieu, Schatzki and others (Bourdieu 1977; Schatzki 2008; Cetina et al. 2005), one way of applying such ideas to digital economics is to draw a parallel with Couldry’s attempt to use the sociology of practice to change how media is studied. Couldry sought to move media studies from a study of texts and effects toward a study of media practices; in doing so he emphasised three things. First, in the analysis of practice, culture is recentred on routine, often unconscious, actions and on the structures of meaning that allow something to be said (rather than on the thing said). Second, the analysis is open to following what people are doing in relation to media, and should not presume prior existing categories of media, such as ‘the audience’. Finally, there is a focus on the kinds of practices that produce categorisations or identities that are enduring (Couldry 2004: 121–2).

The value of practice theory … is to ask open questions about what people are doing and how they categorise what they are doing, avoiding the disciplinary or other preconceptions that would automatically read their actions as, say, ‘consumption’ or ‘being-an-audience’, whether or not that is how the actors see their actions. (Couldry 2004: 125)

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